Just a quick test of a simple voronoi pattern generator. Nothing ground-breaking, just thought I’d try it in QC.
Incidentally, I’ve messed around with a voronoi shader in the past. This is a different method, and is a bit of a cheat. Essentially, all you do is create a load of cones, at random positions, pointy end pointing out at you. the lines where the cones intersect define the edge of each cell. In this case, I’ve mapped a gradient onto the cone (which is actually a cylinder primitive, with the top diameter set to 0), for tonal variation.
The only problem with this method is that the perspective effect distorts the pattern.






































