Initializes a noise texture that creates random color noise.


init(scalarNoiseWithSmoothness smoothness: Float, name: String?, textureDimensions: vector_int2, channelCount: Int32, channelEncoding: MDLTextureChannelEncoding, grayscale: Bool)



A value that indicates how similar neighboring texels will be in the resulting texture. The value should be between 0.0 and 1.0. A value of 1.0 generates a smooth surface.


The name property for the new texture object.


The texel dimensions (width and height) of the texture image.


The number of channels per texel—for example, 1 for a grayscale texture, 3 for an RGB color texture, or 4 for RGBA.


The data format for each channel value per texel—for example, 8-bit integer or 32-bit floating point. For possible values, see MDLTextureChannelEncoding.


If true, all four components of each texel will have equal values. If false, all four values are completely randomized.

Return Value

A new color noise texture object.


A color noise texture has random values for each color channel and can be tiled or mirrored without showing visible borders.

This initializer does not generate texel data; the MDLNoiseTexture class automatically generates data and caches it for reuse when you use one of the MDLTexture methods listed in Accessing Texture Data.

See Also

Creating a Noise Texture

Beta Software

This documentation contains preliminary information about an API or technology in development. This information is subject to change, and software implemented according to this documentation should be tested with final operating system software.

Learn more about using Apple's beta software