method
Noise.cellular2_id
Noise.cellular2_id(x, y, seed) -> int
Returns the integer **id of the nearest cell** in the same Worley diagram that Noise.cellular2 measures distance in — a stable hash that is identical for every sample point inside a given cell. Use it to assign something discrete per region: the biome or material of a cell, the variant of a scattered prop, a per-region colour. Combine it with the F1 distance to shade toward cell edges.
The id is a hash, so treat it as an opaque label (mod it into your table of choices); it is deterministic across platforms and runs.
Parameters
seedthe field selector (must match the cellular2 call it pairs with)Example
program CellId {
entry {
let seed = 7
let id = Noise.cellular2_id(fixed(5) / fixed(4), fixed(3) / fixed(4), seed)
let biome = Math.posmod(id, 4) # one of 4 biomes for this cell
print(biome)
}
}