Returns 3D Worley noise values `[cell_x, cell_y, cell_y, noise]`

at (x, y, z) coordinates.

It divides the space into grids. The nucleus of each cell is randomly placed in a grid.

**Since:** 2.3

## Parameters

`points`

: A list of`[x, y, z]`

coordinates.`seed`

: The random seed.`grid_w`

: The grid width. Default to 10. Smaller`grid_w`

makes more cells.`dist`

: The noise value of each point is based on its distance to other cells. Different distance strategies make different noises. The`dist`

parameter accepts`"euclidean"`

,`"manhattan"`

,`"chebyshev"`

or`"border"`

.

## Examples

```
use <pixel/px_sphere.scad>;
use <noise/nz_worley3s.scad>;
tile_w = 10;
dist = "euclidean"; // [euclidean, manhattan, chebyshev, border]
seed = 51;
points = px_sphere(20);
cells = nz_worley3s(points, seed, tile_w, dist);
for(i = [0:len(cells) - 1]) {
c = (norm([cells[i][0], cells[i][1], cells[i][2]]) % 20) / 20;
color([c, c, c])
translate(points[i])
cube(1);
}
```

You can build things like worley_noise_ball.