Cell-like 3D noise (Worley) as a scalar field, built from the distances to randomly placed cell centres.
Picks the noise pattern; the same seed always gives the same field.
Feature density: positions are multiplied by this, so a higher value gives smaller, closer features.
Randomness of the cell centres: 0 lines them up on a regular grid, 1 scatters them fully.
How distance to a cell centre is measured: straight-line (Euclidean), axis steps (Manhattan), or Natural, the Manhattan distance plus the squared straight-line distance.
What the field reports: the distance to the nearest centre (Distance) or the second nearest, their sum, difference, product or ratio, or a random value per cell (Cell ID).
Values the block gives besides its output. The editor lists them under Properties, and an input can read one by reference.
The field read as a Solid whose surface is where the field is zero.
The box the field is evaluated in.
The field with its sign flipped (−f), which swaps inside and outside.
The field divided by its gradient length (f/|∇f|) so it reads close to a true distance; the zero set does not move.