# Cellular Noise Menu Path : **Operator > Noise > Cellular Noise** The **Cellular Noise** Operator allows you to specify coordinates to sample a noise value within a specified range in one, two, or three dimensions. Cellular noise (also known as “Worley noise”) creates distinct cell-like patterns. To do this, it scatters random points then calculates the distance between the nearest ones. ![](Images/Operator-CellularNoiseAnimation.gif) You can use this Operator to introduce variety to your particle attributes. A common use case is to use each particle’s position as a coordinate to sample the noise to output a new color, velocity, or position value. ## Operator settings | **Property** | **Type** | **Description** | | -------------- | -------- | ------------------------------------------------------------ | | **Dimensions** | Enum | Specify whether the noise is one, two, or three dimensional. | | **Type** | Enum | Specify what type of noise to use. | ## Operator properties | **Input** | **Type** | **Description** | | -------------- | ----------------------------- | ------------------------------------------------------------ | | **Coordinate** | Float
Vector2
Vector3 | The coordinate in the noise field to sample from.
![](Images/Operator-CellularNoiseCoordinate.gif)
The **Type** changes to match the number of **Dimensions**. | | **Frequency** | Float | The period in which Unity samples the noise. A higher frequency results in more frequent noise change.
![](Images/Operator-CellularNoiseFrequency.gif) | | **Octaves** | Int | The number of layers of noise. More octaves create a more varied look but are also more resource-intensive to calculate.
![](Images/Operator-CellularNoiseOctaves.gif) | | **Roughness** | Float | The scaling factor Unity applies to each octave. Unity only uses roughness when **Octaves** is set to a value higher than 1.
![](Images/Operator-CellularNoiseRoughness.gif) | | **Lacunarity** | Float | The rate of change of the frequency for each successive octave. A lacunarity value of 1 results in each octave having the same frequency.
![](Images/Operator-CellularNoiseLacunarity.gif) | | **Range** | Vector2 | The range within which Unity calculates the noise. The noise stays between the X and Y value you specify here, where X is the minimum and Y is the maximum.
![](Images/Operator-CellularNoiseRange.gif) | | **Output** | **Type** | **Description** | | --------------- | ----------------------------- | ------------------------------------------------------------ | | **Noise** | Float | The noise value at the coordinate you specify. | | **Derivatives** | Float
Vector2
Vector3 | The rate of change of the noise for every dimension.

The **Type** changes to match the number of **Dimensions**. |