worleyNoise
A complete cellular-noise paint: distances to drifting cell points, read through the color ramp.
worleyNoise(slots: {
scale: PropRef
jitter: PropRef
lacunarity: PropRef
persistence: PropRef
contrast: PropRef
balance: PropRef
seed: PropRef
/** Compile-time prop: `'f1' | 'f2' | 'f2MinusF1' | 'f1PlusF2' | 'f1TimesF2'`. */
mode: PropRef
/** Compile-time prop: `'euclidean' | 'manhattan' | 'chebyshev'`. */
distance: PropRef
/** Compile-time prop: 1 to 4. */
octaves: PropRef
space: PropRef
}): Paint
Import noise from shaders/std and use noise.worleyNoise.
scale is the number of cells across (1 to 30) and jitter how far the points wander from a grid (0 = rigid grid, 1 = random). mode picks the distance field: 'f1' (cells), 'f2', 'f2MinusF1' (edges), 'f1PlusF2', 'f1TimesF2'. distance picks the cell shape: 'euclidean' (round), 'manhattan' (diamond), 'chebyshev' (square). octaves (1 to 4) stacks finer layers, with lacunarity and persistence setting how much finer and weaker. contrast is a multiplier (1 = unchanged) and balance a shift. Low values read the first color. mode, distance and octaves are compile-time props. Reads the definition's colorA, colorB and, when present, stops props.
Parameters
| Name | Type | Notes |
|---|---|---|
slots | `{ |
scale: PropRef
jitter: PropRef
lacunarity: PropRef
persistence: PropRef
contrast: PropRef
balance: PropRef
seed: PropRef
/** Compile-time prop: `'f1' \| 'f2' \| 'f2MinusF1' \| 'f1PlusF2' \| 'f1TimesF2'`. */
mode: PropRef
/** Compile-time prop: `'euclidean' \| 'manhattan' \| 'chebyshev'`. */
distance: PropRef
/** Compile-time prop: 1 to 4. */
octaves: PropRef
space: PropRef
}` | |
Example
paint: worleyNoise({scale: p('scale'), jitter: p('jitter'), lacunarity: p('lacunarity'), persistence: p('persistence'), contrast: p('contrast'), balance: p('balance'), seed: p('seed'), mode: p('mode'), distance: p('distance'), octaves: p('octaves'), space: p('colorSpace')})
Tip. Give the
modeanddistancepropstransformWorleyModeandtransformWorleyDistanceas theirtransform.
See also
cellDistances— Distances from each pixel to its nearest two cell points, as(d1, d2): the raw material for Voronoi fills and borders.transformWorleyMode— Thetransformfor aworleyNoisemodeprop: maps'f1','f2','f2MinusF1','f1PlusF2'or'f1TimesF2'to the number the paint reads.transformWorleyDistance— Thetransformfor aworleyNoisedistanceprop: maps'euclidean','manhattan'or'chebyshev'to the number the paint reads.fractalNoise— A complete fractal-noise paint: layered simplex noise that morphs over time, read through the color ramp.