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# move(by:)

Translates the entire noise field by the specified x, y, and z offsets.

```
func move(by delta: vector_double3)
```

## Parameters

`delta`

A vector whose x, y, and z components each provide a translation offset for the corresponding axis in the noise field.

## Discussion

A noise field is inherently three-dimensional and infinite in extent; when you create a [`GKNoiseMap`](/documentation/GameplayKit/GKNoiseMap) 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 [`GKPerlinNoiseSource`](/documentation/GameplayKit/GKPerlinNoiseSource) object, you can generate a series of texture images for creating an animated billowing clouds effect.

![](images/com.apple.gameplaykit/media-2556427@2x.png)

---

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