You deserve so many more subscribers, this is perfect for what I need on a landscape test, and I appreciate the explanations of the maths - even if it mostly goes over my head! and the theory behind it. Thanks so much!
@VisualTechArt Really wish there was an example project or tutorial somewhere on how to use this with custom colors for each voronoi cell. That and how to break up the edges of each cell with something like a perlin noise, ultimately making a nice map biome template.
I think you're not the first one asking that xD to be honest I'm not very familiar with the topic but seems something interesting, maybe I'll study it myself at some point and will make a video after ahaha
@@VisualTechArt Yeah, there are a couple of different algorithms for generating Delaunay Triangulation. The math is easy to understand but for me it is very hard to make them using UE node graph! To create a fake Delaunay Triangulation using the shader that you made, I tried to convert those gradient triangles in each Voronoi cell to a flat color triangle but I failed. My knowledge is very limited though.
There's some shear when I implement this technique using the world position. Would I need to use something like triplanar mapping to get to use this on a procedural material, or is there some more cost effective method I am unaware about?
Yes with triplanar mapping you get seams where you jump from one plane to another, the exact solution would be to implement a 3D version of this Voronoi (checking 26 neighbours instead of 8, using a 3D grid). Not impossible, but definitely a challenge given the amount of nodes you should have to handle!
Can you recommend math topics to study to understand this? I understand almost everything you do, but I would have never come up with this myself. Also, I am not sure which property do I need to drive to animate their movement, could you help out with that?
All the math I use here is high school math (basic vector knowledge, solving systems of equations, etc) I would recommend refreshing it, because it's exactly what I did :) Connecting the dots between the school book and the video game graphics comes only with experience (or by watching my videos xD)
I would recommend going through 3Blue1Browns series called "Essence of linear algebra" He teaches you how to get an intuition of the field rather than just knowing what the concepts are, which to my suprise was way easier than what i did in high school. Hope it can help :)
Creativity is the limit I'd say :) Semi procedural material reactive to dynamic weather condition, non tiling patterns if you have huge surfaces, showing off in your portfolio to get hired... What do you think? :D To be honest for me started as a pure exercise and I developed it as I went. Consider that the fact that I did it in UE doesn't mean that works only there, math is universal, so may not be the most useful thing here, but having this knowledge might open cool opportunities elsewhere. Plus, there are all the little bits that compose this voronoi that can be extrapolated and can work in an endless amount of other contexts, is your job to connect the dots :)
I tried to implement similar a few months before this went up, but using a manhattan distrance metric... and it failed horribly. Any tips? I had it working for ordinary voronoi. The math stops working on other metrics... argh...
Ah! I was planning to try different distance functions with the voronoi, but didn't yet... I have no idea what would happen with this approach but with the "classic" voronoi should work
Where is my Psycho Voronoi Giraffe 😡 i'd like the material to be applied to the giraffe with Psycho colors and Psycho music 😁 beautiful video btw, even without it :(
You deserve so many more subscribers, this is perfect for what I need on a landscape test, and I appreciate the explanations of the maths - even if it mostly goes over my head! and the theory behind it. Thanks so much!
Thank you! :D
As always, a very cool and useful tutorial! Thanks a lot!
this looks so neet. Would love to have this in substance designer as well to use for alien spore-like materials.
This is very cool. Thanks for sharing!
@VisualTechArt Really wish there was an example project or tutorial somewhere on how to use this with custom colors for each voronoi cell. That and how to break up the edges of each cell with something like a perlin noise, ultimately making a nice map biome template.
That's super useful! Thanks for that. 🙂
I can't seem to implement the "animation" on this. any tips?
Try rotating the vectors that offset the cell center ;)
I would love to see this on an actual mesh gonna try it
What about performance implications when compared to the standard noise function inside UE..
This does more stuff, so of course it's more expensive :)
Is there anyway to make that function cheaper and still getting the borders mask ?
Not that I could find tbh :)
Do you think you can use it with PCG? Generate biomes based on it?
Why not :)
@@VisualTechArt Do you know how? :P PCG is a mess and there are no good sources of knowledge so far.
I can just guess, but probably you want to render the voronoi to a Render target and then sample it in your PCG code :D
Great Video!!! Could you also make a video for creating a planar Delaunay Triangulation?
I think you're not the first one asking that xD to be honest I'm not very familiar with the topic but seems something interesting, maybe I'll study it myself at some point and will make a video after ahaha
@@VisualTechArt Yeah, there are a couple of different algorithms for generating Delaunay Triangulation. The math is easy to understand but for me it is very hard to make them using UE node graph! To create a fake Delaunay Triangulation using the shader that you made, I tried to convert those gradient triangles in each Voronoi cell to a flat color triangle but I failed. My knowledge is very limited though.
There's some shear when I implement this technique using the world position. Would I need to use something like triplanar mapping to get to use this on a procedural material, or is there some more cost effective method I am unaware about?
Yes with triplanar mapping you get seams where you jump from one plane to another, the exact solution would be to implement a 3D version of this Voronoi (checking 26 neighbours instead of 8, using a 3D grid).
Not impossible, but definitely a challenge given the amount of nodes you should have to handle!
@@VisualTechArt Thank you!
Can you recommend math topics to study to understand this? I understand almost everything you do, but I would have never come up with this myself. Also, I am not sure which property do I need to drive to animate their movement, could you help out with that?
All the math I use here is high school math (basic vector knowledge, solving systems of equations, etc) I would recommend refreshing it, because it's exactly what I did :)
Connecting the dots between the school book and the video game graphics comes only with experience (or by watching my videos xD)
@@VisualTechArt Hahah thanks man! Love your videos. I have been relearning math for couple weeks now!
I would recommend going through 3Blue1Browns series called "Essence of linear algebra" He teaches you how to get an intuition of the field rather than just knowing what the concepts are, which to my suprise was way easier than what i did in high school. Hope it can help :)
@@molle5 thanks!
Is this more expensive than texture sample?
It depends on the size of the Texture and what else the shader is doing :)
May I know what can we do by implement this to our scene ?
Creativity is the limit I'd say :) Semi procedural material reactive to dynamic weather condition, non tiling patterns if you have huge surfaces, showing off in your portfolio to get hired... What do you think? :D To be honest for me started as a pure exercise and I developed it as I went.
Consider that the fact that I did it in UE doesn't mean that works only there, math is universal, so may not be the most useful thing here, but having this knowledge might open cool opportunities elsewhere.
Plus, there are all the little bits that compose this voronoi that can be extrapolated and can work in an endless amount of other contexts, is your job to connect the dots :)
For example, random generation of selectable regions on the map in my case.
Or for where to have my raindrop ripples come from in my case.
in my case it was stylized anime sea foam
I tried to implement similar a few months before this went up, but using a manhattan distrance metric... and it failed horribly. Any tips? I had it working for ordinary voronoi. The math stops working on other metrics... argh...
Ah! I was planning to try different distance functions with the voronoi, but didn't yet...
I have no idea what would happen with this approach but with the "classic" voronoi should work
Maybe next video showing how make flow lava based highmap mountain, I am too stupid to figure out this, or how bend(distortion) flowmap UV texture
Flow maps are actually a good topic to discuss that I didn't think about! I'll add it to the list, thanks!
Where is my Psycho Voronoi Giraffe 😡 i'd like the material to be applied to the giraffe with Psycho colors and Psycho music 😁 beautiful video btw, even without it :(