Worley noise fail, still looks pretty cool

I tried making a worley noise algorithm in roblox lua but failed and got something that looks like perlin noise. I still think it’s pretty cool how I intended to make something and then ended up with something else totally different. I had to mess around with tons of values to get something similar to what I wanted and figured I should just settle on this.

5% chance of point spawn, #3 iteration rate on a 20/20/20 grid
Screenshot_11

5% chance of point spawn, #2 iteration rate on a 20/20/20 grid
Screenshot_12

local pts = workspace.pts -- folder
local x = 20
local y = 20
local z = 20

local iteration_rate = 2 -- changes size and the third argument in the for loop

-- create points
for _x = -x,x,iteration_rate do
	for _y = -y,y,iteration_rate do
		for _z = -z,y,iteration_rate do
			local chance = math.random(0,100)
			if chance >= 95 then -- 5% chance of a point spawning
				local p = Instance.new("Part", pts)
				p.Anchored = true
				p.Size = Vector3.new(iteration_rate,iteration_rate,iteration_rate)
				p.Transparency = .9
				p.CanCollide = false
				p.BrickColor = BrickColor.new('Really red')
				p.Position = Vector3.new(_x,_y,_z)
				
			end
		end
	end
	wait()
end

-- create cloudz
for _x = -x,x,iteration_rate do
	for _y = -y,y,iteration_rate do
		for _z = -z,y,iteration_rate do
			local current = Instance.new("Part", workspace)
			current.Size = Vector3.new(iteration_rate,iteration_rate,iteration_rate)
			current.Position = Vector3.new(_x,_y,_z)
			current.Anchored = true
			-- find closest point
			local scalar = nil
			local last = 9999999999999
			for iteration,point in pairs(pts:GetChildren()) do
				if not scalar or (scalar.Position-point.Position).Magnitude < last then
					scalar = point
				end
			end
			
			local m = ((current.Position-scalar.Position).Magnitude)*5
			print(m)
			if m > 999 then
				current.Color = Color3.fromHSV(0,0,100)
			else
				current.Color = Color3.fromHSV(0,0,m/10)
			end
			current.Transparency = m/1000 -- lower than 1, more than 0
		end
		wait()
	end
end

for i,v in pairs(pts:GetChildren()) do
	v:Destroy()
end

Any feedback on where I went wrong would be very nice lol

2 Likes

i know absolutely nothing about calculating noise… But Roblox really should add more types of noise,
A math.worleynoise function would be very fun…

Also the noise you created kind of looks like the inside of a tree… its very cool.