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Worley Noise

Generates cellular patterns from distances to nearby feature points.

Quick Facts

Compact metadata for implementation and discovery.

Category
Procedural Generation
Difficulty
Intermediate
Family
Cellular Noise
Tier
Core
Status
Verified
Review
Source Checked
Sources
2
Formulas
1
Relationships
3
Code example
Ready
Visualization
Ready

Overview

Worley Noise scatters feature points in space and evaluates each location by its nearest or nth-nearest feature distance.

Core Concepts

feature pointnearest distancecell hashcellular pattern

Quick facts

Complexity

Runtime and memory behavior at a glance.

Best

O(1)

Average

O(neighbor cells)

Worst

O(neighbor cells)

Space

O(1)

When to Use

  • Use when cell-like procedural texture or mask patterns are needed.
  • Use when cellular textures is a central requirement.

When Not to Use

  • Avoid when smooth gradient noise without cellular boundaries is desired.
  • Avoid when the generator cannot enforce the playability, connectivity, or style constraints required.

What It Does

  • Places feature points in grid cells
  • Finds nearest feature points
  • Maps distances to pattern values

Use Cases

  • Cellular textures
  • Stone and organic patterns
  • Procedural masks

Inputs

  • Point position
  • Feature point seed
  • Distance metric

Outputs

  • Noise value

Key Formulas (1)

Cellular value

value(p) = min(distance(p, featurei))
value(p) = min(distance(p, feature_i))

Returns the nearest feature-point distance for a sample position.

Pseudocode

  1. 1.Find the grid cell containing the sample point
  2. 2.Generate deterministic feature points in nearby cells
  3. 3.Measure distances to those features
  4. 4.Return the nearest or nth-nearest distance

Canonical Example

Input
sample point near one feature point
Output
value = nearest distance
Explanation
Nearby pixels share distance structure around feature points.

Implementation Notes

  • Use deterministic hashing per grid cell so the noise is repeatable without storing all points.
  • Expose seed, scale, and constraint parameters so outputs can be reproduced.
  • Keep a tiny example with expected output beside the implementation.

Common Pitfalls

  • Checking too few neighboring cells can miss the true nearest feature.
  • Random-looking output can still contain repeated patterns, dead ends, or invalid regions.
  • Not defining boundary, empty, or degenerate inputs before implementation.

Interactive Mechanism Walkthrough

2D Grid Wavefront & Trajectory

Show cells around random feature points forming organic cellular boundaries.

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Step 1 of 4: Find the grid cell containing the sample point
generated-grid

Notes

Different distance metrics create different cellular looks.

Sources (2)

What each reference supports for this entry.

Worley Cellular Texture Basis Functions

Paper

Original reference for cellular/Worley noise based on nearest feature points.

Open source

Texturing and Modeling: A Procedural Approach

Book

Procedural-generation reference for Worley Noise's noise, texture synthesis, and terrain/shape generation use cases.

Explore Next

Good next jumps from the relationship graph, ranked for useful discovery.

Alternative toPerlin Noise

Worley Noise produces cellular patterns rather than smooth gradient noise.

Conceptual neighborVoronoi Diagram

Worley Noise is based on nearest feature points, similar to Voronoi regions.

Related Algorithms

Tags

Procedural GenerationNoiseGraphicsSpatial Sampling