def shader(x, y): P = (x * 44.0, y * 2.0) # high frequency signal dP = art.simnoise2d( (13.5 + x * 1.3, 23.5 + y * 1.3)) # low frequency signal P = art.addV(dP, P) # dP added to P c, C = art.voronoinoise2d(P) brown1 = (0.5, 0.4, 0.05) brown2 = (0.35, 0.27, 0.03) return art.mixV(brown1, brown2, c)
def voronoishader(x, y): c, C = art.voronoinoise2d((x * 16.0, y * 16.0)) C = art.tilenoise2d(C) # remap domain from (-1,1) to (0,1) for output return (C[0] * 0.5 + 0.5, C[1] * 0.5 + 0.5, C[2] * 0.5 + 0.5)
def voronoishader(x, y): c, C = art.voronoinoise2d((x * 16.0, y * 16.0)) return (c,c,c)
def shader(x, y): P = (x*16.0, y*16.0) c, C = art.voronoinoise2d(P, distance) return (c,c,c)
def distanceonly(P): c, C = art.voronoinoise2d(P) return (c,c,c)
def shader(x, y): P = (x * 16.0, y * 16.0) c, C = art.voronoinoise2d(P, distance) C = [2 * (c - 0.2)] * 3 # clamp, but brighten too return C
def voronoishader(x, y): c, C = art.voronoinoise2d((x * 16.0, y * 16.0)) C = art.tilenoise2d(C) C = (C[0]*0.5 + 0.5, C[1]*0.5 + 0.5, C[2]*0.5 + 0.5) C = tuple((1-c)*x for x in C) return C