Worley noise


Worley noise is a noise function introduced by Steven Worley in 1996. In computer graphics it is used to create procedural textures, i.e. textures that are created automatically with arbitrary precision and do not have to be drawn by hand. Worley noise comes close to simulating textures of stone, water, or biological cells.

Basic algorithm

The basic idea is to take random points in space and then for every location in space take the distances dn to the nth-closest point and use combinations of those to control color information.
More precisely: