Cellular (Voronoi) noise
Scatter points and color by the nearest one — cracked mud, scales, stone, cells.
Value noise gives soft, cloudy blobs. Cellular noise gives something completely different: a pattern of CELLS — cracked mud, reptile scales, stone, foam, a giraffe’s coat. It is built from the randomness you just learned, but used a new way: instead of a random value per cell, you scatter a random POINT in each cell, and color every pixel by its distance to the nearest point.
The recipe (this is the Worley / Voronoi algorithm): divide space into a grid; give each grid cell one random feature point. For a pixel, look at its own cell and the eight neighbours, measure the distance to each of those nine points, and keep the smallest. That nearest-point distance is the pattern — dark right at the points, brightening outward until you hit the border where two cells meet. Animate the points with u_time and the whole cellular field flows like something alive.
That is live cellular noise: the dark centres are the feature points (with a bright dot drawn on each), and the ridges are the cell borders. Change the 5.0 to scatter more or fewer cells, and watch the points drift with time.
Cellular (Voronoi) noise colors each pixel by: