Letting the noise decide the amplitude of another noise will generate something like this. Or something compleately different. This is a pattern discovered by chance by combining one noise result with another, letting the frequency of the second noise be dependent of the first. In code it looks like this:
cd = CellDataStruct(this, 1, at, cn.EUCLIDEAN);
at = 0.01*cd.F * (x + 20);
at = 0.01*cd.F * (y + 700);
cd.at = at;
pixels[x + y*width] = color(
I imagine this looking really nice beeing animated. But i was not able to try it since my computer managed only a framerate way too low.
The complete code is available here, along with most of the other examples in the gallery. To be able to run it in Processing, you'll have to download the CellNoise library from the download page.