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#GeometryNodes

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Its 2025 and we still don't have a way to manipulate the seed point density in #Blender's voronoi texture.
I found a rather inefficient but functional workaround with #GeometryNodes: distribute points on a surface (the density is a field you can manipulate), and then use Geometry Proximity on a sufficiently high-resolution mesh to get the voronoi effect. Blurring the distance attribute then allows you to get the "distance to edge" effect.
Probably easier to write an OSL shader for this...