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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

PropTypeDefaultDescription
colorAcolor#ffffffColor where the noise field is low (typically near cell centers)
colorBcolor#000000Color where the noise field is high (typically near cell boundaries)
colorSpace"linear" | "oklch" | "oklab" | "hsl" | "hsv" | "lch"linearColor space for color interpolation
scalerange6Number of cells across the canvas at the base octave
mode"f1" | "f2" | "f2MinusF1" | "f1PlusF2" | "f1TimesF2"f1Field type. F1 = distance to nearest point. F2 = distance to second-nearest. F2 − F1 emphasises cell boundaries.
distance"euclidean" | "manhattan" | "chebyshev"euclideanDistance metric. Euclidean = round cells. Manhattan = diamond. Chebyshev = square.
octavesrange1Number of fractal layers stacked at progressively finer scales
lacunarityrange2Scale multiplier between octaves (only active when Octaves > 1)
persistencerange0.5Amplitude multiplier between octaves (only active when Octaves > 1)
jitterrange1How much each cell's point drifts inside its cell. 0 = rigid grid (banded look), 1 = fully random.
contrastrange1Steepness of the gradient between low and high regions
balancerange0Shifts the gradient midpoint. Negative pulls the field toward Color A, positive toward Color B.
seedrange0Random seed - shifts the cell pattern without changing its overall structure
speedrange0.5Animation speed - how fast each cell's point drifts

Usage

vue
<Shader>
  <WorleyNoise />
</Shader>