Cellular Noise Explorer
Worley noise: scatter random points, then color each pixel by its distance to the nearest (F1), second-nearest (F2), or difference (F2−F1). The F2−F1 mode creates crisp cell boundaries — a procedural texture that looks like stone, skin, or foam.
Each pixel is colored by its distance to the nearest Voronoi seed. Cellular noise was introduced by Steven Worley in 1996 for procedural texturing.