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.
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.
Set the panel in millimetres or inches. SVG and DXF open at scale in LightBurn, Inkscape, Illustrator and CAD, no rescaling.
Circle, hexagon, rounded rectangle or plain rectangle, with a solid frame around the cells. Coasters, lamp shades, speaker grilles, room dividers.
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.
Click to add seeds, drag to move them, right-click to delete, or paste coordinates. Generated layouts are a starting point, not a limit.
The Unity and Godot exports carry the exact seed positions and cell values from the preview, and both compile on real editors.
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.
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.
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.
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.
For clouds, marble, terrain and masks: Simplex and Worley noise with octaves, persistence, lacunarity, ridged and turbulence modifiers, rendered live on the GPU.
All vector exports use the same geometry as the preview, so what you see is what gets cut.
| Format | Best for | What is inside |
|---|---|---|
| DXF | Laser 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 lines | LightBurn, Inkscape, Glowforge, Cricut | Hairline outlines, cells black, frame red, seeds blue, each on its own layer, sized in mm or inches |
| SVG artwork | Illustrator, print, web | Filled cells with your colours at real size, plus the outer cut line when a shape is set |
| PNG | Game textures, backgrounds, displacement maps | Raster image at 1x, 2x or 4x resolution, seamless when tiling is on |
| Unity / Godot shader | Real-time materials | The exact seed positions and cell values from the preview with editable spacing, shape, frame and colours |
| JSON | Saving and sharing settings | Every 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.
Free to use. No signup required.
Launch Voronoi Generator