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# GKCoherentNoiseSource

The abstract superclass for procedural noise generators that create coherent noise.

```
class GKCoherentNoiseSource
```

## Overview

In general, *noise* is randomness across a (one-, two-, three-, or many-dimensional) domain—for example, you can create noise by filling an image with values from a random number generator. Unlike such truly random noise, *coherent noise* is consistent and smooth: you can always generate the same output from a specific seed value, and small variations across the domain create only small variations in noise values.

You don’t instantiate or work directly with this class. Instead, the concrete subclasses of [`GKCoherentNoiseSource`](/documentation/GameplayKit/GKCoherentNoiseSource) each provide a different style of coherent noise.

## Topics

### Managing Noise Generation Parameters

[`frequency`](/documentation/GameplayKit/GKCoherentNoiseSource/frequency)

A value that determines the size and spacing of features in generated noise.

[`octaveCount`](/documentation/GameplayKit/GKCoherentNoiseSource/octaveCount)

The number of octaves of the underlying noise function to use for generating noise.

[`lacunarity`](/documentation/GameplayKit/GKCoherentNoiseSource/lacunarity)

The rate at which successive octaves of the noise function increase in frequency.

[`seed`](/documentation/GameplayKit/GKCoherentNoiseSource/seed)

The value that determines the specific configuration of noise produced by the noise source.



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