In other words, if F1 returns point X as closest, and another F2 returns the same X as closest, is it possible to ensure that they are always set to the same color?
I assumed this would be the default, but now I'm not sure. I'm working with building a separate program that uses cell noise, and had an idea for finding (and potentially blurring) edges between cells by using |F2-F1| to get an idea of proximity. (When F1 and F2 feature points are equidistant, we should be on the edge between the two.) Naturally, being more programmer than mathematician, I thought I'd check it out in Blender first before implementing it in C or C#.
I'm getting a texture which partially does what I anticipated it would—blur at the edges—but also has a lot of hard edges. My suspicion is that either my math is wrong, or that they're showing up because I'm expecting F1 and F2 to return the same color for the same point, and they aren't.
As you can see above, for some edges it's smoothing perfectly; but for others I have a hard difference. Some of them even smooth to an odd color that doesn't appear to be a simple interpolation of the ones involved. You can see my method in the bottom workspace. Note that parameters for F1 and F2 are always identical.
If I could ensure that F1 and F2 always returned the same color for the same point, I could verify that my math is correct; but they seem to work a little differently.
One thought that came to mind is to generate a random color based on the feature point, available from position, but I'm not currently 100% sure how to do this. I'm aware of "Smooth F1", but since this is an experiment for a program I'm writing, it's more important that I know how to do it with an F1/F2 comparison so I can check my math.