← 🟣 Generative Art

🧩 Worley Noise Lab

Cells on surface:
Avg. cell size:
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🧩 Worley (Cellular) Noise

A tiled 3D surface shaded and displaced by Worley (cellular) noise: the value at every point is derived from its distance to the nearest scattered feature points, producing cell-like, cracked-earth or mosaic patterns.

🔬 What It Demonstrates

Each surface point is shaded by its distance to the nearest (F1) and second-nearest (F2) feature points. Different combinations of these distances — and different distance metrics — produce very different cell shapes and edge textures.

🎮 How to Use

Adjust the number of feature points, pick a distance metric and noise mode, and drag the relief slider to push the pattern into 3D terrain. Toggle the point markers or animate them to see the cells shift live.

💡 Did You Know?

Worley noise's F1 boundaries are mathematically identical to a Voronoi diagram — the same construction used to model soap-bubble foam, giraffe spots, and cracked mudflats in nature.