HomeGenerative Art & Algorithmic PatternsWorley Noise — Cellular Texture

🔲 Worley Noise — Cellular Texture

Worley (cellular) noise colours each pixel by distance to feature points, producing cells, cracks and stone textures. Tune F1/F2 distances and the metric to morph from Voronoi to organic patterns.

Generative Art & Algorithmic Patterns3DEasy60 FPS
worley-noise ↗ Open standalone

About this simulation

This simulator generates Worley noise — also called cellular noise — by scattering feature points across a grid and colouring every pixel according to its distance to the nearest ones. Because each pixel effectively belongs to whichever feature point is closest, the result is mathematically the same as a shaded Voronoi diagram, and it is a workhorse technique for procedural textures such as flagstones, cracked mud, and water caustics.

🔬 What it shows

A grid of randomly placed feature points, with every pixel shaded by its F1 (nearest) or F2 (second-nearest) distance, or by combinations such as F2−F1 or F1·F2, under a chosen distance metric and colour palette. F1 alone produces smooth rounded cells, while F2−F1 traces the thin ridges that sit exactly on the Voronoi boundary between neighbouring cells.

🎮 How to use

Switch the Mode between F1, F2, F2−F1 and F1·F2, and the Metric between Euclidean, Manhattan and Chebyshev to reshape the cells from round to diamond to square. The Density slider (3–24) controls how many feature points fall per grid cell, Drift speed animates them once you press Animate, Reseed randomises the point positions, and Save PNG exports the current frame.

💡 Did you know?

Worley noise was introduced by Steven Worley in his 1996 paper "A Cellular Texture Basis Function", as an alternative to Perlin noise that produces distinctly cell-like, organic patterns rather than smooth rolling hills — which is why it remains a standard choice for stone, scales, and biological textures in computer graphics.

Frequently asked questions

What is Worley noise?

Worley noise, or cellular noise, is a procedural texture technique that scatters a set of feature points through space and assigns each pixel a value based on its distance to the closest one or two points. It produces natural-looking cellular patterns such as cracked stone, water caustics, and organic cell structures rather than the smooth blobs typical of Perlin noise.

What do F1 and F2 mean in the Mode selector?

F1 is the distance from a pixel to its single nearest feature point, and F2 is the distance to the second-nearest one. Shading by F1 alone produces smooth, rounded cells; F2−F1 highlights the thin borders between neighbouring cells as crack-like ridges; and F1·F2 blends the two into a softer, more organic look.

How is Worley noise related to Voronoi diagrams?

Each feature point owns exactly the region of pixels that are closer to it than to any other point — which is the textbook definition of a Voronoi cell. Shading by F1 draws the interior of each Voronoi cell, while the F2−F1 mode draws precisely the edges of that same Voronoi diagram, so Worley noise is essentially a continuously shaded Voronoi tessellation.

What does the Density slider actually control?

Density sets the average number of feature points seeded into each grid cell before the nearest-distance search runs. A higher density packs in more points, giving smaller and more numerous cells, while a lower density spreads points further apart, producing large open cells separated by long cracks.

How do the Euclidean, Manhattan and Chebyshev metrics change the pattern?

Euclidean distance is straight-line distance and produces the classic round, organic cells. Manhattan distance sums the horizontal and vertical offsets, which turns the cell boundaries into diamond shapes. Chebyshev distance takes the larger of the horizontal or vertical offset, which squares off the cells into blocky, grid-aligned shapes.

⚙ Under the hood

Worley (cellular) noise colours each pixel by distance to feature points, producing cells, cracks and stone textures. Tune F1/F2 distances and the metric to morph from Voronoi to organic patterns.

Worley noisecellular noiseVoronoiprocedural textureCanvas 2D

3D · Three.js / WebGL renderer · 60 FPS target · runs fully client-side, no install

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