Procedural texturing is a powerful way to add details to the surface of rendered objects. The Worley basis function of Cellular Texture is the most popular one and widely used to create various kinds of solid textures. However, most applications are implemented over 2D textures, which do not present varied illumination and viewpoint information. We present a method for creating surface height maps based on cellular textures and relighting them on 3D scenes. Furthermore, we implement our algorithm on GPU and show real-time relighting performance under arbitrary lighting directions.