Contents

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

Initializes a noise texture that creates random color noise.

Declaration

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 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.

  • grayscale:

    If True, all four components of each texel will have equal values. If 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 class automatically generates data and caches it for reuse when you use one of the MDLTexture methods listed in Accessing Texture Data.

See Also

Creating a Noise Texture