Contents
Alligator Noise is a cellular procedural pattern derived from Voronoi (Worley) logic. Unlike standard gradient noise, it calculates the difference in density between the two "densest" feature points in a grid cell. Visually, this creates a network of creases, ridges, and pebbled shapes resembling reptile skin, cobblestones, or biological cells. It includes a built-in warping engine to distort the grid for more organic, melted, or fluid results.
Usage & Behavior
The noise generates a "cracked" surface look by evaluating the boundary tension between cellular centers. When octaves are layered, it produces complex, rough surfaces. The shader also features a dedicated warp loop that uses a low-frequency version of the noise itself to distort the texture coordinates.
Key Features
- Cellular Basis: Derived from feature-point density differences.
- Integrated Warping: Native domain distortion for organic irregularity.
- Tileable: Supports seamless repetition for infinite texturing.
Parameters
- Higher values: Produce smaller, denser cells (finer skin).
- Lower values: Produce large, blocky plates.
- 1.0 (Default): High contrast. Fine details are as strong as the base shape.
- Lower values: Fine details become subtle surface imperfections.
- 0.0: Rigid, geometric cells.
- Higher values: The cells begin to flow, melt, and curve, breaking the grid structure.
Quick Recipes
Use these settings to mimic specific materials.
Reptile Skin
Persistence: 0.8
Warp Scale: 0.2
Octaves: 3
Cobblestones
Persistence: 0.4
Warp Scale: 0.0
Octaves: 2
Biomass / Guts
Persistence: 0.6
Warp Scale: 2.5
Warp Freq: 0.3
densest - secondDensest from a 3x3x3 neighborhood search. It uses a hashed seed for randomization. Enabling 'Tiled' performs a modulo operation on the cell coordinates before hashing.
