mx_cell_noise_float
Procedurally generates non-uniform, cell-based patterns, resembling crystals or mosaics, with sharp, distinct boundaries.
Core Advantages
Unlike smooth Perlin noise, it produces a unique cellular structure with sharp, well-defined boundaries, ideal for creating blocky, fractured, or crystalline appearances.
Common Uses
Creating cracked ground or dried riverbeds
Simulating stained glass or mosaic tiles
Generating procedural camouflage or biological skin textures
How to adjust
The effect is primarily adjusted by manipulating its input coordinates (e.g., `uv()`). For instance, multiplying the input coordinates by a scalar controls the pattern's scale (frequency); adding time (`timerLocal()`) to the coordinates creates animation; and distorting the input with another noise node can produce irregular, organic cell shapes.
Code Examples
1// Generate cell noise based on UV coordinates
2// Increase the frequency of the noise pattern by multiplying by 10.0
3const cellNoise = mx_cell_noise_float(uv().mul(10.0));