Worley Noise: Overview and Resources

Worley noise, also known as cellular noise, is a type of procedural texture algorithm developed by Steven Worley in 1996. It is widely used in computer graphics for generating textures that resemble natural phenomena such as stone, cellular patterns, and organic structures. Worley noise is characterized by its ability to produce distinct, cell-like patterns, making it suitable for a variety of visual effects.

Overview

Definition

Worley noise generates a pattern based on the distances to randomly placed feature points within a space. The algorithm calculates the distances from each point in the space to its nearest feature points and uses these distances to determine the noise value at each location.

Characteristics

Applications

How It Works

  1. Feature Points: Randomly distribute feature points within the space.
  2. Distance Calculation: For each point in the space, calculate the distances to the nearest feature points.
  3. Noise Value: Determine the noise value at each point based on the distances to the feature points. The value can be derived from the nearest point, the second nearest point, or a combination of distances.

Variants

Resources

Articles and Papers

Interactive Tools and Simulations

Books

Code and Implementation

Worley noise is a versatile and powerful tool for generating natural-looking textures and patterns. The resources provided above will help you understand and implement Worley noise in various applications, from texture generation to procedural content creation.