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Voronoi cell look varies between distance-to-nearest-point and distance-to-second-nearest — each gives a distinct aesthetic

Voronoi (Worley) noise partitions space into cells based on proximity to a set of seed points. There are two principal distance metrics that produce different visual results. Distance to the nearest point produces cells with dark centers that brighten toward edges — the ‘cells’ look with flat interiors and visible boundaries, suitable for scales, bubbles, or crystal patterns. Distance to the second-nearest point produces ridges and lines at the midpoints between seed points, creating a look suited to cracked surfaces, stained glass, or geological formations. Switching between these two variants (or mixing them) is a primary design tool when building crystalline or cellular textures.

Examples

GLSL voronoi: F1 = dist_to_nearest; F2 = dist_to_second_nearest; F2-F1 = ridge pattern. Hydra voronoi(5,0.3,0.3) exposes blend parameter between both variants.

Assessment

You are building a cracked-earth texture. Which Voronoi distance metric (nearest or second-nearest) do you use and why? Then describe what the other variant would produce if used instead.

“**Voronoi/Worley** (`voronoi-cells`): cellular partition of space; gives scales, cracks, stained glass, cellular crystalline (`crystalline`) surfaces. Distance-to-nearest-point vs distance-to-second-nearest give different cell looks.”
context/ · L2-composer/visual/texture.md · chunk 1