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# interpolatedValue(at:)

Returns the value at the specified position in the noise map, interpolating results for positions not on the discrete sample grid.

```
func interpolatedValue(at position: vector_float2) -> Float
```

## Parameters

`position`

The position to query in the noise map. Must be within the rectangle defined by the noise map’s [`origin`](/documentation/GameplayKit/GKNoiseMap/origin) and [`size`](/documentation/GameplayKit/GKNoiseMap/size) properties.

## Return Value

The value at the specified position.

## Discussion

When you create a noise map from a [`GKNoise`](/documentation/GameplayKit/GKNoise) object, GameplayKit performs the noise generation and processing computations necessary to fill a discrete grid with noise samples. (You specify the size of the grid and its number of samples in the [`init(_:size:origin:sampleCount:seamless:)`](/documentation/GameplayKit/GKNoiseMap/init(_:size:origin:sampleCount:seamless:)) initializer.) You can use this method to get noise values for arbitrary positions in the noise field, regardless of whether those positions are aligned with the discrete grid. When you query a position not aligned with the grid, this method automatically samples nearby grid positions and interpolates the results.

To query only positions within the discrete sample grid, use the [`value(at:)`](/documentation/GameplayKit/GKNoiseMap/value(at:)) method instead.

---

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