Ridged Cellular Noise

Inputs
| Port Name | Description |
|---|---|
| UVs | |
| Lacunarity | |
| Frequency | |
| Persistance | |
| Seed |
Output
| Port Name | Description |
|---|---|
| Out |
Description
Just like the cellular noise node, this one generate a cellular pattern but the octaves are accumulated with an absolute function, which create these small "ridges" in the noise.
Note that for Texture 2D, the z coordinate is used as a seed offset. This allows you to generate multiple noises with the same UV. Be careful with because if you use a UV with a distorted z value, you'll get a weird looking noise instead of the normal one.