Houdini 20.0 Nodes VOP nodes

Cellular Cracks 2.0 VOP node

Generates a cellular crack displacement suitable for simulating skin, leather, dried earth, and all kinds of crusts.

Since 16.0

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 nN 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 N unless 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.

See also

VOP nodes