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# GKPerlinNoiseSource

A procedural noise generator whose output is a type of fractal coherent noise resembling natural phenomena such as clouds and terrain.

```
class GKPerlinNoiseSource
```

## Overview

Like all [`GKNoiseSource`](/documentation/GameplayKit/GKNoiseSource) subclasses, a Perlin noise source represents a noise generation algorithm and its parameters. To make use of a noise source, first create [`GKNoise`](/documentation/GameplayKit/GKNoise) object from it (and optionally apply operations to that noise object or combine it with other noise objects). Then create a [`GKNoiseMap`](/documentation/GameplayKit/GKNoiseMap) object from your noise object, generating a concrete field of values that you can sample from directly or visualize using the <doc://com.apple.documentation/documentation/SpriteKit/SKTexture> or `SKTileMap` class.

## Topics

### Creating a Noise Source

[`init(frequency:octaveCount:persistence:lacunarity:seed:)`](/documentation/GameplayKit/GKPerlinNoiseSource/init(frequency:octaveCount:persistence:lacunarity:seed:))

Initializes a Perlin noise source with the specified parameters.

[`perlinNoiseSourceWithFrequency:octaveCount:persistence:lacunarity:seed:`](/documentation/GameplayKit/GKPerlinNoiseSource/perlinNoiseSourceWithFrequency:octaveCount:persistence:lacunarity:seed:)

Creates a Perlin noise source with the specified parameters.

### Managing Noise Generation Parameters

[`persistence`](/documentation/GameplayKit/GKPerlinNoiseSource/persistence)

The rate at which successive octaves of the noise function decrease in amplitude.



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