*Worley Noise 3D Texture Shader*

## Main |
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**Output Type & Distance Type**

**Minkowski Number**

A parameter that affects Minkowski distance type. It is a generalisation of Manhattan, Euclidean and Chebyshev distance. It is more expensive to calculate, but allows a continuous transition between them. A value below 1 generate Astroid shapes. At 1 it is equivalent to Manhattan distance, at 2 Euclidean distance, at 4 a rounded square, at infinity it tends to Chebyshev distance.

** https://commons.wikimedia.org/wiki/User:Waldir**

**Scale**

Global multiplier of the scale. To be noted, the node takes input from a place3dTexture. This is a convenient scale factor of that.

**Density**

A factor for how many cell of the pattern will be filled or left empty.

**Random Position**

A factor controlling the amount of randomness applied to the center of each cell. A random position of zero produces a 3d grid of aligned cells.

**Random Brightness**

The Random cell value gets multiplied on top of each cell (so it has no effect when output type is set to Cell Value). Depending on the output type selected, the sharp boundaries of each cell might become evident. This is less visible when Border parameter is active or the output type naturally masks the edges (like Voronoi 3 or 5).

**Time**

Animating this parameter makes the pattern evolve (shift) though time.

**Space**

World or Object space available.

## Color |
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**Color Inside Cell**

**Color Across Cells**

## Distortion |
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**Distortion**

**Distortion Intensity**

## Borders |
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**Thickness**

**Smoothness**

## Layers |
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**Layers**

The amount of times the pattern is applied over itself.** **

**Blend Type**

**Persistence**

**Scale**

A multiplier of the scale for each of the successive layer iterations. With a value of 0.9, each layer is 90% the size of the previous one.

## Adjust |
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A set of adjustment operations performed after all noise calculations, done in the listed order.

**Invert**

**Amplitude**

**Contrast**

## Examples |
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