Notch Notch
Manual 1.0 Manual 0.9.23
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Voronoi 2D

Voronoi 2D

Updated: 25 Feb 2025

Generate a mesh based on a particle system.

image

Example .dfx

Method #

This node generates a delaunay triangulated mesh based on an input particle system. The mesh always generates facing the Z axis, so scenes which use this node must either be built with this in mind, or the node can be transformed after the fact.

This process is computationally expensive, so its advised to use a limited number of particles.
Does not function with Ray Tracing nodes.

Parameters

These properties control the 3D transforms of the node. Transforms will generally be inherited by child nodes, although they can be ignored through the Inherit Transform Channels attributes.

ParameterDetails
Position X The objects position along the local x-axis.
Position Y The objects position along the local y-axis.
Position Z The objects position along the local z-axis.
Rotation Heading The objects rotation around the local y-axis.
Rotation Pitch The objects rotation around the local x-axis.
Rotation Bank The objects rotation around the local z-axis.
Scale X The objects scale along the local x-axis.
Scale Y The objects scale along the local y-axis.
Scale Z The objects scale along the local z-axis.

Control the inheritance of the transforms from the parent.

ParameterDetails
Position Toggle inheritance of the Position from the parent.
Rotation Toggle inheritance of the Rotation from the parent.
Scale Toggle inheritance of the Scale from the parent.
World Position Only Inherit the world position from the parent only, rotation and scale will be ignored. Overrides above properties.
Inherit Time Toggle inheritance of time from the parent.

These properties control the core behaviours of the node.

ParameterDetails
Edge Length Threshold Edit the maximum distance a line can be drawn between points from.
Update Tessellation Time The rate at which the voronoi tessellation is regenerated.
Subdivision Amount How much output mesh is subdivided.
Alpha Threshold Limits the particles used based on their alpha values.
Line Alpha Alpha value for the lines between points.
Constant Colour Blend How much of a constant colour is blended into the scene.
Depth Displace Amount Displace the voronoi effect from the particle system.
Optical Flow Amount How much the optical flow affects the image.
Particles To Skip How many particles are skipped
Colour Source Colour source for the image.
Cull Triangles By Alpha Choose whether triangles are culled by their alpha value.

Inputs

NameDescriptionTypical Input
Particle NodeUsed for the points of the generated voronoi diagram.Particle Root
Video NodeCan be used to control the colour or the voronoi and the z movement.Video Loader
Gradient NodeUsed to scale the tessellation amount via a gradient.Gradient 2D
Optical FlowControls Movement of the points of the voronoi diagram.Optical Flow
Bounding BoxLimit the area for which shadow casting will be calculated.Bounding Box
Depth Video NodeThe input depth video node, which offsets the positions of the points by luminance.Video Loader
MaterialTint the colour of the effect.Materials
Transform ModifiersApply the transforms of another node to this node.Null
Target NodeModifiy the rotations of the node to always direct the z axis towards the input.Null
Local Transform OverrideApply the transforms of another node to this node, relative to its parent.Null