Gaea Documentation

Gaea Documentation

Node Reference


Voronoi

Primitive › Basic
Shortcode v
Voronoi is a staple of procedural design and creates sharp, geometric patterns. In Gaea, we've made a "geo-variant" by modifying the base Voronoi shape to fit the needs of terrain design from the beginning.

Node must be baked when executing Hybrid or Tiled builds.


Voronoi is a staple of procedural design. It creates sharp, geometric patterns. The version in Gaea, however, is a "geo-variant". We have modified the base Voronoi shape to fit the needs of terrain design from the beginning.

Properties

NoiseThe perceptual scale of the Voronoi shapes. Higher values create more, smaller shapes; lower values produce fewer, larger cells.
ScaleThe perceptual scale of the Voronoi shapes. Higher values create more, smaller shapes; lower values produce fewer, larger cells.
JitterControls the offset of the Voronoi points, ranging from perfectly symmetrical (low jitter) to highly chaotic (high jitter) cell placement.
FunctionSpecifies the distance function used to calculate Voronoi cells, affecting the shape and boundaries of each cell.
EuclideanUses the standard Euclidean distance, resulting in natural, rounded cell shapes. ManhattanUses the Manhattan (grid-based) distance, producing square or diamond-shaped cells.
FormDetermines how the height or value of each Voronoi cell is calculated, affecting the resulting terrain or pattern.
CVoronoi cells with height determined by the cell itself, creating classic cell-based patterns. NVoronoi cells with height determined by the nearest neighbor, resulting in smoother transitions between cells. RVoronoi cells with height influenced by the distance to the cell's edge, creating ring-like or ridge effects. PThe default look for this geo-variant, suitable for creating mountainous terrain with prominent peaks. AA mix between the P and M forms, blending characteristics of both for varied terrain features. SGenerates individual mountains with fully separated boundaries, emphasizing isolated peaks. MFavors the strongest cell, ideal for creating a large mountain slope or dominant landform. DEmphasizes ridges over cell centers, producing terrain with pronounced ridge lines.
GainAdjusts the contrast or intensity of the Voronoi pattern, amplifying or reducing the difference between cell heights.
ClampLimits the output values to a specified range, preventing extreme heights or depths in the generated pattern.
SeedThe randomization pattern or seed for the node's process. Changing the seed produces different Voronoi arrangements.
WarpSpecifies the type of warp applied to the Voronoi pattern, controlling the complexity of the distortion.
TypeSpecifies the type of warp applied to the Voronoi pattern, controlling the complexity of the distortion.
NoneNo warping is applied; the Voronoi pattern remains unaltered. SimpleApplies basic warping to the pattern, introducing gentle distortions. ComplexApplies advanced, multi-layered warping for highly intricate and organic distortions.
FrequencyControls the frequency of the warp, determining how often the pattern is distorted across the terrain.
AmplitudeSets the strength of the warp effect, controlling how far the Voronoi cells are displaced.
OctavesSpecifies the number of detail layers used in the warp, increasing the complexity and richness of the distortion.
TransformThe non-uniform scale of the X axis, stretching or compressing the pattern horizontally.
Scale XThe non-uniform scale of the X axis, stretching or compressing the pattern horizontally.
Scale YThe non-uniform scale of the Y axis, stretching or compressing the pattern vertically.
XOffsets the Voronoi pattern along the X axis, shifting its position horizontally.
YOffsets the Voronoi pattern along the Y axis, shifting its position vertically.

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