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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.

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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

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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.