This operator generates a cellular crack displacement suitable for simulating skin, leather, dried earth, and all kinds of crusts.
The underlying algorithm uses anti-aliased cellular noise to compute two overlaying crack patterns of varying density (ie. frequency).
Typically, this operator will be used in a displacement shader, with
both outputs piped into the corresponding inputs of the Output Variables operator.
Alternatively, it can be appear in a surface shader, in which case the
displaced normal would be normalized and then connected to the
input of the Lighting Model operator.
If the s and t inputs are not specified, the global variables by the
same names will be used instead. Usually, you will not touch
you want to pre-apply additional displacement to the surface using an
operator such as Bump Noise. If you need to access the global variables
directly, they are available from the Global Variables operator.