---
title: "Cellular Noise Smoothing"
description: "Demonstrates the difference between standard and smoothed 2D cellular noise using different render modes and smoothing values to create organic patterns."
phaser: "4.1.0"
size: "1280x720"
files: 1
url: https://phaser.io/oss/examples/v4.1.0/game%20objects/noise/view/cellular-noise-smooth
site: Phaser - https://phaser.io
---

> This page is about the open-source Phaser framework, for writing a game's code by hand. To make a game with AI, use Phaser AE (https://phaser.io/): the desk's tools work with Web MCP, and the CLI works with your own coding agent. See "For AI agents: Phaser AE" at the end of this page.

# Cellular Noise Smoothing

Demonstrates the difference between standard and smoothed 2D cellular noise using different render modes and smoothing values to create organic patterns.

A Phaser 4.1.0 example in [Game Objects / Noise](https://phaser.io/oss/examples/v4.1.0/game%20objects/noise.md). It runs at 1280 × 720, and loads its assets from https://cdn.phaserfiles.com/v410. See it running, with its code, at https://phaser.io/oss/examples/v4.1.0/game%20objects/noise/view/cellular-noise-smooth.

To run it, load Phaser 4.1.0 (`https://cdn.jsdelivr.net/npm/phaser@4.1.0/dist/phaser.min.js`), then the file, on a page with a `<div id="game-container">`.

## Code

### cellular noise smooth.js

```js
class Example extends Phaser.Scene
{
    create()
    {
        const { width, height } = this.scale;

        this.add.noisecell2d({
            noiseCells: [ 8, 9 ],
            noiseColorStart: 0xffcc66,
            noiseColorEnd: 0x442288
        }, width / 4, height / 2, width / 2, height);

        this.add.noisecell2d({
            noiseCells: [ 8, 9 ],
            noiseColorStart: 0xccff66,
            noiseColorEnd: 0x662266,
            noiseSmoothing: 2,
            noiseMode: 2 // Render cells with smooth intersections.
        }, width * 3 / 4, height / 2, width / 2, height);
    }
}

const config = {
    scale: { mode: Phaser.Scale.FIT },
    type: Phaser.WEBGL,
    parent: 'game-container',
    width: 1280,
    height: 720,
    scene: Example
};

const game = new Phaser.Game(config);
```

## More in Noise

- [2D Simplex Noise Iterations](https://phaser.io/oss/examples/v4.1.0/game%20objects/noise/view/simplex-noise-iterations-2d.md): Demonstrates the effect of the noiseIterations property on 2D Simplex noise, showing how multiple iterations add layers of detail and complexity to the generated texture.
- [Animated Cellular Noise](https://phaser.io/oss/examples/v4.1.0/game%20objects/noise/view/cellular-noise-scroll.md): Demonstrates how to animate and scroll 2D, 3D, and 4D cellular noise objects by modifying noise offset values over time.
- [Basic Noise](https://phaser.io/oss/examples/v4.1.0/game%20objects/noise/view/basic-noise.md): Demonstrates how to create a Noise Game Object and modify its noiseOffset property over time to change the generated pattern.
- [Basic Noise Colors](https://phaser.io/oss/examples/v4.1.0/game%20objects/noise/view/basic-noise-colors.md): Demonstrates how to configure and animate colors in a Noise Game Object using hex codes, RGBA arrays for transparency, and channel randomization.
- [Basic Normal Noise Displacement](https://phaser.io/oss/examples/v4.1.0/game%20objects/noise/view/basic-noise-normal.md): Demonstrates how to generate a normal-distributed noise texture and use it as a displacement map to distort an image.
- [Cellular Noise](https://phaser.io/oss/examples/v4.1.0/game%20objects/noise/view/cellular-noise.md): Demonstrates how to generate and display 2D, 3D, and 4D cellular (Worley) noise patterns side-by-side using specialized noise Game Objects.
- [Cellular Noise 4D Loop](https://phaser.io/oss/examples/v4.1.0/game%20objects/noise/view/cellular-noise-scroll-loop.md): Create a seamless, high-precision looping animation by rotating the offsets of a 4D cellular noise object over time.
- [Cellular Noise Grid Density](https://phaser.io/oss/examples/v4.1.0/game%20objects/noise/view/cellular-noise-cells.md): Demonstrates how to create and animate 2D cellular noise patterns using different grid densities, aspect ratios, and movement offsets.
- [Cellular Noise Iterations](https://phaser.io/oss/examples/v4.1.0/game%20objects/noise/view/cellular-noise-iterations.md): This example demonstrates how varying the number of iterations affects the complexity and detail of a 4D cellular noise Game Object.
- [Cellular Noise Normal Map](https://phaser.io/oss/examples/v4.1.0/game%20objects/noise/view/cellular-noise-normal-map.md): Demonstrates creating an animated water reflection effect using a 4D cellular noise normal map as a displacement filter.
- [Cellular Noise Scroll Z](https://phaser.io/oss/examples/v4.1.0/game%20objects/noise/view/cellular-noise-scroll-z.md): Animate 3D and 4D cellular noise by scrolling the Z-axis offset over time.
- [Cellular Noise Variation](https://phaser.io/oss/examples/v4.1.0/game%20objects/noise/view/cellular-noise-variation.md): Demonstrates how to create and animate 2D, 3D, and 4D cellular noise Game Objects by dynamically adjusting their noise variation properties.
- [All 33 examples in Noise](https://phaser.io/oss/examples/v4.1.0/game%20objects/noise.md)

---

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