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[Materials] Is there a way I can specify the location of voronoi-noise feature points?

Zablorg
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Zablorg polycounter lvl 6
I've got a texture mask representing stones set in grout, with white pixels representing stone and black pixels representing grout. Not unlike this!
There are some operations I want to apply to the grout based on how far away a given pixel of grout is to the nearest pixel of stone.

It seems to me that a Voronoi/Worley noise output would be appropriate for this, if I could define the location of the 'feature-points' used to generate the noise. In this case, those feature-points would be all the stone pixels. Then the output would give be the grout's distance to the nearest point, i.e. the nearest stone.

However, I can't seem to find that functionality. The most it looks like I can do with noise is use 'Position' input to perform something similar to UV-coordinate remapping, which isn't really the same thing.

Is there a way to control and input the feature-points used in the UE4's voronoi noise?

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