# PxrWorley

# PxrWorley

Like all texture style nodes, this node takes a manifold that describes either a 2D or 3D domain to apply a Worley noise texture to. The default beahavior, if no mainfold is attached, is to apply over P in 3D. This node computes Worley noise, as described by Steven Worley.

### Input Parameters

**Frequency**

Controls the size of the cells. Higher frequencies make smaller cells.

RIB:float frequencyDefault: 4.0

**Distance Metric**

The means to measure distances to neighboring cells. Manhattan distance gives more rectangular shapes and Euclidian distance gives more spherical shapes.

Value Metric C1 inverted displ C1 inverted C2 inverted 0 Euclidean: computes the euclidean distance to the nearest points. It looks a bit more pointy than Squared Euclidean distance. 1 Euclidean Squared: computes the squared euclidean distance to the nearest points. It looks rounder than pure Euclidean distance. 2 Manhattan: inspired by the grid-like organisation of Manhattan, this is distance to the nearest points when you can only travel around the cell's boundaries. 3 Chebyshev: also known as the Chessboard Distance, it is somewhat similar to the Manhattan distance, but with 45 degrees rotation. 4 Minkowski: it a generalisation of both euclidean and Manhattan distance. The exponent will make the pattern transition from Euclidian to Manhattan.

NOTE: This is much more expensive than the other distance metrics.RIB:int distancemetricDefault: 0

**Jitter**

Controls the distortion of the cells.

RIB:float jitterDefault: 0.75

**C1**

Multiplier for the distances to the first feature.

RIB:float c1Default: 0.8

**C2**

Multiplier for the distance to the second feature.

RIB:float c2Default: -0.2

**Minkowski Exponent**

Makes the distance transition smoothly from Manhattan (1.0) to Euclidean (2.0) to weird un-explored territories.

RIB:float minkowskiExponentDefault: 4.0

**Shape**

Modifies the computed distances to create different shapes:

- 0: Linear
- 1: Cosine
RIB:int shapeDefault: 0

**Clamp**

Causes resulting distances to be clamped to the range 0.0 to 1.0.

c1: 1.0

c2: -0.95

distancemetric: Euclidean

RIB:int clampDefault: 1

**Invert**

Inverts the final pattern.

RIB:int invertDefault: 0

**Manifold**

The manifold over which to apply the noise. (The default is P).

RIB:struct manifold

### Output Parameters

**resultF**- The result of Worley noise texture.