3D Worley Noise in Processing 4 using PShader

Coding in the Cabana is a series where I attempt challenges from my garden cabana in Brooklyn, NY. In this episode, I explore the beauty of Worley noise.
Wikipedia page with information and resources about Worley Noise.
Stephen Worley paper on the cellular texture basis function
Chapter about introducing noise in shaders.
Illustration of bin-lattice spatial subdivision.
Reference on saveFram().
In part 2 of the Quadtree coding challenge, I query the data structure for points contained within a rectangular boundary.
I use Perlin noise to create a two-dimensional flow field with the p5.js library.
I visualize a "bubble sort" algorithm in Processing (Java).
I implement a Quicksort algorithm in JavaScript visualize the sorting with p5.js.
by Mathieu Blanchette
by Jason Heglund
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