CellularNoise Node
Generates cellular (Voronoi-type) noise. Unifies the former Voronoi/Voronoise/Vorolines/VorolinesFbm/Vororand nodes: the cellular variant is selected by the settings group, with the base parameters shared between variants.

Category
Primitive/Coherent
Inputs
| Name | Type | Description |
|---|---|---|
| cloud | Cloud | Optional input cloud providing the base points of the cellular pattern; overrides the internally generated points. |
| control | VirtualArray | Control parameter, acts as a multiplier for the weight parameter. |
| dx | VirtualArray | Displacement with respect to the domain size (x-direction). |
| dy | VirtualArray | Displacement with respect to the domain size (y-direction). |
| envelope | VirtualArray | Heightmap used as a post-process amplitude multiplier for the generated noise. |
Outputs
| Name | Type | Description |
|---|---|---|
| output | VirtualArray | Generated noise. |
Parameters
Parameters common to all groups (Grid, Lines, Scattered, Voronoise): |Name|Type|Description| | :--- | :--- | :--- | |Seed|Random seed number|Random seed number. The random seed is an offset to the randomized process. A different seed will produce a new result.| |Invert Output|Bool|Inverts the output values after processing, flipping low and high values across the midrange.| |Gamma|Float|Standard gamma correction applied to the elevation values. This is a monotonic power-law remapping that shifts emphasis toward low or high elevations, making the overall shape sharper or bulkier without changing its ordering.| |Gain|Float|Mid-centered gain transformation applied to the elevation values. This is a non-linear recurve operator centered around the mid elevation (typically 0.5). Increasing the gain pushes values toward the minimum and maximum elevations, creating flatter low/high regions with a steeper transition around the midpoint.| |Smoothing Radius|Float|Defines the radius for post-processing smoothing, determining the size of the neighborhood used to average local values and reduce high-frequency detail. A radius of 0 disables smoothing.| |Remap Range|Value range|Linearly remaps the output values to a specified target range (default is [0, 1]).| |Saturation Range|Value range|Modifies the amplitude of elevations by first clamping them to a given interval and then scaling them so that the restricted interval matches the original input range. This enhances contrast in elevation variations while maintaining overall structure.|
Grid
| Name | Type | Description |
|---|---|---|
| Return Type | Enumeration | Determines the output type. |
| Spatial Frequency | Wavenumber | Base spatial frequencies in the X and Y directions. The frequencies are defined with respect to the entire domain: for example, kw = 2 produces two full oscillations across the domain width (and similarly for the Y direction). |
| jitter.x | Float | Amount of random jitter along the X-axis applied to Voronoi seed positions. |
| jitter.y | Float | Amount of random jitter along the Y-axis applied to Voronoi seed positions. |
| k_smoothing | Float | Kernel smoothing factor; controls how sharp or soft the transitions between cells are. |
| exp_sigma | Float | Exponential smoothing applied to the computed distances; higher values soften the cell boundaries. |
| sqrt_output | Bool | Applies a square root to the output distances, compressing high values and sharpening the cell interiors. |
| Octaves | Integer | The number of octaves for fractal noise generation. More octaves add finer details to the terrain. |
| Weight | Float | Controls how much higher FBM octaves contribute to the noise based on local elevation. A higher weight suppresses high-frequency octaves at low elevations and increases their influence at higher elevations, producing terrain where fine details appear mainly near peaks while lower areas remain smoother. |
| Persistence | Float | The amplitude scaling factor for subsequent noise octaves. Lower values reduce the contribution of higher octaves. |
| Lacunarity | Float | The frequency scaling factor for successive noise octaves. Higher values increase the frequency of each successive octave. |
Lines
| Name | Type | Description |
|---|---|---|
| Return Type | Enumeration | Determines the output type. |
| density | Float | Number of base points per unit area used to define the cellular pattern. |
| k_smoothing | Float | Kernel smoothing factor; controls how sharp or soft the transitions between cells are. |
| exp_sigma | Float | Exponential smoothing applied to the computed distances; higher values soften the cell boundaries. |
| angle | Float | Expressed in degrees. |
| angle_span | Float | Maximum angular deviation from the base angle; controls how much the generated line orientations vary. |
| sqrt_output | Bool | Applies a square root to the output distances, compressing high values and sharpening the cell interiors. |
| Octaves | Integer | The number of octaves for fractal noise generation. More octaves add finer details to the terrain. |
| Weight | Float | Controls how much higher FBM octaves contribute to the noise based on local elevation. A higher weight suppresses high-frequency octaves at low elevations and increases their influence at higher elevations, producing terrain where fine details appear mainly near peaks while lower areas remain smoother. |
| Persistence | Float | The amplitude scaling factor for subsequent noise octaves. Lower values reduce the contribution of higher octaves. |
| Lacunarity | Float | The frequency scaling factor for successive noise octaves. Higher values increase the frequency of each successive octave. |
Scattered
| Name | Type | Description |
|---|---|---|
| Return Type | Enumeration | Determines the output type. |
| density | Float | Number of base points per unit area used to define the cellular pattern. |
| variability | Float | Controls the per-cell random value variability used when coloring cells. |
| k_smoothing | Float | Kernel smoothing factor; controls how sharp or soft the transitions between cells are. |
| exp_sigma | Float | Exponential smoothing applied to the computed distances; higher values soften the cell boundaries. |
| sqrt_output | Bool | Applies a square root to the output distances, compressing high values and sharpening the cell interiors. |
Voronoise
| Name | Type | Description |
|---|---|---|
| Spatial Frequency | Wavenumber | Base spatial frequencies in the X and Y directions. The frequencies are defined with respect to the entire domain: for example, kw = 2 produces two full oscillations across the domain width (and similarly for the Y direction). |
| u | Float | Jitter blending factor: 0 keeps the base points on a regular grid, 1 applies full random jitter to each cell point. |
| v | Float | Value blending factor: interpolates between hard cellular output and a smoothed per-cell value, softening the cell boundaries. |
Example

Corresponding Hesiod file: CellularNoise.hsd. Use [Ctrl+I] in the node editor to import a hsd file within your current project.
Note
Example files are kept up-to-date with the latest version of Hesiod. If you find an error, please open an issue.