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Voronoi v2 — Worley

Cellular noise drawn the classic way: every pixel measures its two nearest drifting sites, and the gap between those distances traces bright cracked-cell ridges.

2dinteractive

Polygonal cells flex and slide as their unseen seed points drift, the field reading like cracked glaze or dragon scales — shaded toward each seed, ridged along the borders where two territories meet. The seeds move on a looping drift, and pointer input can inject extra seeds of its own or replace the set entirely.

This is Worley's cellular noise on the category's shared nearest-site machinery: for every pixel of a low-resolution buffer the two nearest distances F1 and F2 are found under a swappable metric (Euclidean, Manhattan, Chebyshev or Minkowski), and the default look maps F2 − F1 — zero exactly on a cell border — through a palette, which turns the borders into continuous ridge lines. Alternative modes use F1 alone for soft bubbles around each seed or the product F1 · F2 for rounded cells, with greyscale, inversion and a contrast exponent shaping the result before the buffer is stretched to the canvas.