// // // //Worley Noise float dist1,dist2; float freq = 8; vector offset = set(0,0,0); int seed = 666; wnoise(@P * freq+offset, seed, dist1, dist2); @Cd = dist1;
Technical Art & Games
// // // //Worley Noise float dist1,dist2; float freq = 8; vector offset = set(0,0,0); int seed = 666; wnoise(@P * freq+offset, seed, dist1, dist2); @Cd = dist1;