WorleyNoise
Cellular noise field - distance-based, with selectable feature combinations and fractal octaves
Cellular noise field - distance-based, with selectable feature combinations and fractal octaves
Props
| Prop | Type | Default | Description |
|---|---|---|---|
| colorA | color | #ffffff | Color where the noise field is low (typically near cell centers) |
| colorB | color | #000000 | Color where the noise field is high (typically near cell boundaries) |
| colorSpace | "linear" | "oklch" | "oklab" | "hsl" | "hsv" | "lch" | linear | Color space for color interpolation |
| scale | range | 6 | Number of cells across the canvas at the base octave |
| mode | "f1" | "f2" | "f2MinusF1" | "f1PlusF2" | "f1TimesF2" | f1 | Field type. F1 = distance to nearest point. F2 = distance to second-nearest. F2 − F1 emphasises cell boundaries. |
| distance | "euclidean" | "manhattan" | "chebyshev" | euclidean | Distance metric. Euclidean = round cells. Manhattan = diamond. Chebyshev = square. |
| octaves | range | 1 | Number of fractal layers stacked at progressively finer scales |
| lacunarity | range | 2 | Scale multiplier between octaves (only active when Octaves > 1) |
| persistence | range | 0.5 | Amplitude multiplier between octaves (only active when Octaves > 1) |
| jitter | range | 1 | How much each cell's point drifts inside its cell. 0 = rigid grid (banded look), 1 = fully random. |
| contrast | range | 1 | Steepness of the gradient between low and high regions |
| balance | range | 0 | Shifts the gradient midpoint. Negative pulls the field toward Color A, positive toward Color B. |
| seed | range | 0 | Random seed - shifts the cell pattern without changing its overall structure |
| speed | range | 0.5 | Animation speed - how fast each cell's point drifts |
Usage
vue
<Shader>
<WorleyNoise />
</Shader>