mx_worley_noise_float
A procedural cellular noise generator that creates unique crystal, crack, or water caustic patterns by calculating the distance from a point in space to a set of random feature points.
Core Advantages
Generates organic cellular patterns with distinct boundaries and clustering features, which are difficult to simulate with other noise functions, while allowing precise control over its shape from a regular grid to natural randomness via the `jitter` parameter.
Common Uses
Simulating water caustics
Generating procedural cracks or stone textures
Creating sci-fi energy shields or biological cell textures
How to adjust
Control cell density and size by scaling the input coordinates (e.g., `uv().mul(10)`). Adjust the `jitter` parameter (0 for a regular grid, 1 for natural randomness) to change the shape's regularity. Post-process the output (e.g., with `pow()`) to sharpen cell boundaries and enhance contrast.
Code Examples
1// Apply a pow function to the output to sharpen cell walls and increase contrast
2const sharpCells = pow( mx_worley_noise_float( uv().mul(10) ), 5.0 );