WorleyNoise

Cellular noise field — distance-based, with selectable feature combinations and fractal octaves

Props

  • colorA

    Color where the noise field is low (typically near cell centers)

    Type
    string
    Default
    #ffffff
  • colorB

    Color where the noise field is high (typically near cell boundaries)

    Type
    string
    Default
    #000000
  • colorSpace

    Color space for color interpolation

    Type
    "linear" | "oklch" | "oklab" | "hsl" | "hsv" | "lch"
    Default
    linear
  • scale

    Number of cells across the canvas at the base octave

    Type
    number
    Default
    6
  • mode

    Field type. F1 = distance to nearest point. F2 = distance to second-nearest. F2 − F1 emphasises cell boundaries.

    Type
    "f1" | "f2" | "f2MinusF1" | "f1PlusF2" | "f1TimesF2"
    Default
    f1
  • distance

    Distance metric. Euclidean = round cells. Manhattan = diamond. Chebyshev = square.

    Type
    "euclidean" | "manhattan" | "chebyshev"
    Default
    euclidean
  • octaves

    Number of fractal layers stacked at progressively finer scales

    Type
    number
    Default
    1
  • lacunarity

    Scale multiplier between octaves (only active when Octaves > 1)

    Type
    number
    Default
    2
  • persistence

    Amplitude multiplier between octaves (only active when Octaves > 1)

    Type
    number
    Default
    0.5
  • jitter

    How much each cell's point drifts inside its cell. 0 = rigid grid (banded look), 1 = fully random.

    Type
    number
    Default
    1
  • contrast

    Steepness of the gradient between low and high regions

    Type
    number
    Default
    1
  • balance

    Shifts the gradient midpoint. Negative pulls the field toward Color A, positive toward Color B.

    Type
    number
    Default
    0
  • seed

    Random seed — shifts the cell pattern without changing its overall structure

    Type
    number
    Default
    0
  • speed

    Animation speed — how fast each cell's point drifts

    Type
    number
    Default
    0.5

Usage

<Shader>
  <WorleyNoise />
</Shader>