We present a method to procedurally generate textures at variable resolutions using weighted graphs. Our method takes a number of input points that exist within a grid-like graph. Using the input points as site node the algorithm then assigns all the nodes in the graph to Voronoi regions by using geodesic rather than Euclidian distance. The edge weights are calculated by comparing properties of the target nodes with the site nodes of the respective regions. We have generated a number of variations of our basic algorithm that use this same mechanism to generate a range of textures. Our method allows us to chain multiple algorithms. The output of one algorithm to be the input for a successive algorithm variation and successive outputs can be combined in a variety of ways.