Translates the entire noise field by the specified x, y, and z offsets.
- iOS 10.0+
- macOS 10.12+
- Mac Catalyst 13.0+
- tvOS 10.0+
A vector whose x, y, and z components each provide a translation offset for the corresponding axis in the noise field.
A noise field is inherently three-dimensional and infinite in extent; when you create a
GKNoise object from a noise object, the resulting array of noise values is a “slice” of the noise field (through its
z = 0 plane, with a specified size and position). By translating, rotating, and scaling the noise field in 3D before you create a noise map, you can create interesting effects. For example, by applying a series of translations along the z-axis to noise generated by a
GKPerlin object, you can generate a series of texture images for creating an animated billowing clouds effect.