Free Tool

Voronoi Patterns for Laser Cutting, Games and Print

Generate Voronoi cell patterns, shape them into panels with uniform gaps and frames, place cells by hand, and export real-size SVG and DXF with kerf compensation. Seamless textures and exact Unity and Godot shaders for game engines.

Voronoi Pattern Generator showing a seamless honeycomb pattern and the Seamless Tiling switch

Made for the Cutter, the Engine and the Page

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Cut-Ready Geometry

Every cell is a closed outline on its own layer, the outer cut on another. Uniform web width, minimum cell size and kerf compensation, so the finished piece matches the preview.

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Real Size, Real Units

Set the panel in millimetres or inches. SVG and DXF open at scale in LightBurn, Inkscape, Illustrator and CAD, no rescaling.

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Panels, Not Just Squares

Circle, hexagon, rounded rectangle or plain rectangle, with a solid frame around the cells. Coasters, lamp shades, speaker grilles, room dividers.

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Seamless by Default

Whole cells wrap across the tile edges, including gaps, rounded corners and bevel shading. The 3×3 tile preview shows the result before you export.

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Place Cells by Hand

Click to add seeds, drag to move them, right-click to delete, or paste coordinates. Generated layouts are a starting point, not a limit.

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Shaders That Match

The Unity and Godot exports carry the exact seed positions and cell values from the preview, and both compile on real editors.

Pattern Generator Features

Shape & Fabrication for Laser and CNC

Turn a Voronoi diagram into something you can cut. Pick millimetres or inches and a physical size, choose an outer shape and frame, set the web width between cells, drop slivers that would snap, and round the cell corners.

  • Output units in px, mm or inches with real panel dimensions
  • Rectangle, rounded, circle and hexagon panels with a frame
  • Uniform cell spacing (web width) computed as an exact inset
  • Minimum cell size and cell corner rounding
A 100 mm round coaster with a frame and rounded cells next to the Shape & Fabrication controls

Custom Seed Points on the Canvas

Start from the generated layout and take over: click to add a cell, drag a seed to reshape its neighbours, right-click to delete. Paste coordinates from a spreadsheet when you have a plan. Your layout survives canvas resizes and share links.

  • Click, drag and right-click editing on the preview
  • Paste x,y coordinates, normalised or in pixels
  • Random, Poisson-disk and grid distributions with Lloyd relaxation to start from
Seed editing mode with green handles on every cell centre of a coaster pattern

Seamless Textures You Can Verify

Seamless tiling wraps entire cells across the tile edges, so gaps, rounded corners and bevel shading repeat cleanly. Open the tile preview at 2×2, 3×3 or 4×4 to check before exporting a PNG for your engine.

  • Whole-cell wrapping, no clipped edge artefacts
  • Ramp, random and bevel cell shading that tile
  • Tile preview up to 4×4
Tile preview showing a honeycomb pattern repeated 3 by 3 with no visible seams

Exports: SVG, DXF, PNG, Shaders, JSON

Real-size SVG as artwork or hairline cut lines with cells, frame and seeds on separate layers. DXF with a closed polyline per cell, layers and a units header. High-resolution PNG. Unity and Godot shaders with the exact preview baked in. JSON to save your settings.

  • SVG in mm or inches, artwork or cut-lines mode
  • DXF R12 with CELLS, FRAME and SEEDS layers and kerf compensation
  • PNG at 1x, 2x or 4x
  • Unity HLSL and Godot 4 shaders, compile-checked
Export dialog showing SVG cut-lines mode, real-size summary and kerf compensation

Noise Textures (Simplex + Worley)

For clouds, marble, terrain and masks: Simplex and Worley noise with octaves, persistence, lacunarity, ridged and turbulence modifiers, rendered live on the GPU.

  • Simplex + Worley noise
  • FBM octaves with persistence/lacunarity
  • Ridged + turbulence modifiers
  • Seamless tiling for noise too
Noise mode showing controls and a grayscale noise texture preview

Which Export Do I Need?

All vector exports use the same geometry as the preview, so what you see is what gets cut.

Export formats

FormatBest forWhat is inside
DXFLaser cutters, CNC, CAD (LightBurn, Fusion, AutoCAD)Closed polyline per cell on layer CELLS, outer cut on FRAME, seed points on SEEDS, units header, kerf applied
SVG cut linesLightBurn, Inkscape, Glowforge, CricutHairline outlines, cells black, frame red, seeds blue, each on its own layer, sized in mm or inches
SVG artworkIllustrator, print, webFilled cells with your colours at real size, plus the outer cut line when a shape is set
PNGGame textures, backgrounds, displacement mapsRaster image at 1x, 2x or 4x resolution, seamless when tiling is on
Unity / Godot shaderReal-time materialsThe exact seed positions and cell values from the preview with editable spacing, shape, frame and colours
JSONSaving and sharing settingsEvery setting, including custom seeds

Kerf compensation shrinks each cell hole and grows the outer cut by half the kerf, so the finished web width matches the preview.

Common Questions

Set the units to mm in Shape & Fabrication and give the panel a width and height, then export DXF or SVG cut lines. Both open at real size in LightBurn, Inkscape and CAD software, with the cells and the outer cut on separate layers.
Raise Minimum Cell Size to drop slivers, use Cell Spacing to set the web width between cells, and add kerf compensation in the export dialog so the finished web matches the preview.
Yes. Turn off seamless tiling, then pick Circle, Hexagon, Rounded or Rectangle in Shape & Fabrication and set a frame width. The Round Coaster and Hex Lamp Panel presets are ready-made starting points.
Leave the Seamless Tiling switch on, then use Tile Preview to see the pattern repeated. Whole cells wrap across the edges, so spacing, rounded corners and bevel shading tile as well.
Yes. Press Edit on canvas under Custom Seed Points. Click to add a seed, drag to move one, right-click or double-click to delete. You can also paste x,y coordinates. Custom seeds are kept in share links and exports.
Yes. The shader carries the exact seed positions and cell values from the preview and applies the same spacing, shape, frame, bevel and seamless rules. Cell corner rounding is the one setting it does not reproduce. Both shaders are compile-checked against real Unity and Godot editors.

Ready to Cut, Tile or Shade a Voronoi Pattern?

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Launch Voronoi Generator