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# init(scalarNoiseWithSmoothness:name:textureDimensions:channelCount:channelEncoding:grayscale:)

Initializes a noise texture that creates random color noise.

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

## Parameters

`smoothness`

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.

`name`

The [`name`](/documentation/ModelIO/MDLNamed/name) property for the new texture object.

`textureDimensions`

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

`channelCount`

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

`channelEncoding`

The data format for each channel value per texel—for example, 8-bit integer or 32-bit floating point. For possible values, see [`MDLTextureChannelEncoding`](/documentation/ModelIO/MDLTextureChannelEncoding).

`grayscale`

If <doc://com.apple.documentation/documentation/Swift/true>, all four components of each texel will have equal values. If <doc://com.apple.documentation/documentation/Swift/false>, all four values are completely randomized.

## Return Value

A new color noise texture object.

## Discussion

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`](/documentation/ModelIO/MDLNoiseTexture) class automatically generates data and caches it for reuse when you use one of the [`MDLTexture`](/documentation/ModelIO/MDLTexture) methods listed in Accessing Texture Data.

---

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