mx_worley_noise_vec3
The ultimate cellular noise generator, returning distances to the three nearest feature points (F1, F2, F3) at once, designed for creating complex patterns with multi-layered structures.
Core Advantages
Provides the most exhaustive F1, F2, and F3 distance information, allowing developers to leverage multi-level proximity relationships to create procedural materials of unprecedented complexity with multiple boundaries and internal structures.
Common Uses
Simulating multi-layered crystals or minerals
Creating complex sci-fi energy fields
Generating multi-scale procedural terrain heightmaps
How to adjust
Its true power lies in the creative mathematical combination of its three output distance components (F1, F2, F3). For example, calculating `noise.z.sub(noise.y)` can extract a third-level boundary network that is more subtle than the main Voronoi pattern. Note that this node is hardcoded to use Manhattan distance, resulting in all patterns being based on a diamond/square structure.
Code Examples
1// Calculate and extract the third boundary layer (F3 - F2) for secondary details
2const distances = mx_worley_noise_vec3( uv().mul(5) );
3const thirdBoundary = distances.z.sub( distances.y );
4const secondaryLines = smoothstep( 0.01, 0.02, thirdBoundary );