Worley noise, sometimes called cell (or cellular) noise, is quite distinct due to it's kinship to voronoi tesselation. It is created by sampling random points in space and then for any point in space measure the distance to the closest point. The noise can be modified further by changing either the distance measure or by combining multiple distances. The noise algorithm was developed by Steven Worley in 1996 and has been used to simulated water and stone textures among other things.
noise_worley(dim, frequency = 0.01, distance = "euclidean", fractal = "none", octaves = 3, lacunarity = 2, gain = 0.5, value = "cell", distance_ind = c(1, 2), jitter = 0.45, pertubation = "none", pertubation_amplitude = 1) gen_worley(x, y = NULL, z = NULL, frequency = 1, seed = NULL, distance = "euclidean", value = "cell", distance_ind = c(1, 2), jitter = 0.45)
dim  The dimensions (height, width, (and depth)) of the noise to be generated. The length determines the dimensionality of the noise. 

frequency  Determines the granularity of the features in the noise. 
distance  The distance measure to use, either 
fractal  The fractal type to use. Either 
octaves  The number of noise layers used to create the fractal noise.
Ignored if 
lacunarity  The frequency multiplier between successive noise layers
when building fractal noise. Ignored if 
gain  The relative strength between successive noise layers when
building fractal noise. Ignored if 
value  The noise value to return. Either

distance_ind  Reference to the nth and mth closest points that should
be used when calculating 
jitter  The maximum distance a point can move from its start position during sampling of cell points. 
pertubation  The pertubation to use. Either 
pertubation_amplitude  The maximal pertubation distance from the
origin. Ignored if 
x, y, z  Coordinates to get noise value from 
seed  The seed to use for the noise. If 
For noise_worley()
a matrix if length(dim) == 2
or an array if
length(dim) == 3
. For gen_worley()
a numeric vector matching the length of
the input.
Worley, Steven (1996). A cellular texture basis function. Proceedings of the 23rd annual conference on computer graphics and interactive techniques. pp. 291–294. ISBN 0897917464
# Using the generator and another value metric grid < long_grid(seq(1, 10, length.out = 1000), seq(1, 10, length.out = 1000)) grid$noise < gen_worley(grid$x, grid$y, value = 'distance') plot(as.raster(grid, normalise(noise)))