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<meta name="description" content="Worley (cellular) F1 distance to the nearest cell point.">
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<div class="crumbs"><a href="api.html">API Reference</a> <span>›</span> <a href="ns-noise.html">Noise</a> <span>›</span> <span class="here">Noise.cellular2</span></div>
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<span class="kind-badge kind-method">method</span>
<h1 id="top">Noise.cellular2</h1>
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<code class="sig">Noise.cellular2(x, y, seed) -&gt; fixed</code>
<div class="desc"><p>Samples **cellular (Worley) noise** at <code>(x, y)</code> and returns the F1 distance — the distance to the nearest feature point — as a <a href="type-fixed"><code>fixed</code></a> (roughly <code>[0, 1.5]</code>). Each lattice cell holds one feature point placed by its hash; scanning the 3×3 neighbourhood finds the closest one. The distance field forms Voronoi cells, which are exactly the structure you want for stone and cracked textures, biome or region boundaries, and scattered-feature layouts. Small distances mark cell centres; ridges appear where two cells meet.</p><p>Pair it with <a href="noise-cellular2_id"><code>Noise.cellular2_id</code></a> to also know *which* cell you are in. Deterministic in fixed point across platforms and runs.</p></div>
<div class="params"><h2>Parameters</h2><div class="param" id="param-seed"><code class="pname">seed</code><span class="pdesc">the field selector</span></div></div>
<div class="examples"><h2>Example</h2><pre data-lang="ludic">program Cellular {
entry {
let seed = 7
let d = Noise.cellular2(fixed(5) / fixed(4), fixed(3) / fixed(4), seed)
print(Math.floor(d * fixed(1000))) # distance to nearest cell point
}
}</pre></div>
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