🧩 Worley (Cellular) Noise
Interactive 3D textured surface where adjusting the density and distance metric of scattered feature points generates Worley noise patterns from cell-like to cracked-earth to organic.
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.
Interactive 3D surface where repositioning feature points shows how Worley (cellular) noise distance metrics generate cracked-earth and cell-like textures.
3D · Three.js / WebGL renderer · 60 FPS target · runs fully client-side, no install