NoiseTexture2D
Inherits: Texture2D < Texture < Resource < RefCounted < Object
A 2D texture filled with noise generated by a Noise object.
Description
Uses the FastNoiseLite library or other noise generators to fill the texture data of your desired size. NoiseTexture2D can also generate normal map textures.
The class uses Threads to generate the texture data internally, so Texture2D.get_image may return null
if the generation process has not completed yet. In that case, you need to wait for the texture to be generated before accessing the image and the generated byte data:
var texture = NoiseTexture2D.new()
texture.noise = FastNoiseLite.new()
await texture.changed
var image = texture.get_image()
var data = image.get_data()
Properties
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Property Descriptions
bool as_normal_map = false
If true
, the resulting texture contains a normal map created from the original noise interpreted as a bump map.
float bump_strength = 8.0
Strength of the bump maps used in this texture. A higher value will make the bump maps appear larger while a lower value will make them appear softer.
Gradient color_ramp
A Gradient which is used to map the luminance of each pixel to a color value.
bool generate_mipmaps = true
Determines whether mipmaps are generated for this texture. Enabling this results in less texture aliasing in the distance, at the cost of increasing memory usage by roughly 33% and making the noise texture generation take longer.
Note: generate_mipmaps requires mipmap filtering to be enabled on the material using the NoiseTexture2D to have an effect.
int height = 512
Height of the generated texture (in pixels).
bool in_3d_space = false
Determines whether the noise image is calculated in 3D space. May result in reduced contrast.
bool invert = false
If true
, inverts the noise texture. White becomes black, black becomes white.
Noise noise
The instance of the Noise object.
bool normalize = true
If true
, the noise image coming from the noise generator is normalized to the range 0.0
to 1.0
.
Turning normalization off can affect the contrast and allows you to generate non repeating tileable noise textures.
bool seamless = false
If true
, a seamless texture is requested from the Noise resource.
Note: Seamless noise textures may take longer to generate and/or can have a lower contrast compared to non-seamless noise depending on the used Noise resource. This is because some implementations use higher dimensions for generating seamless noise.
Note: The default FastNoiseLite implementation uses the fallback path for seamless generation. If using a width or height lower than the default, you may need to increase seamless_blend_skirt to make seamless blending more effective.
float seamless_blend_skirt = 0.1
Used for the default/fallback implementation of the seamless texture generation. It determines the distance over which the seams are blended. High values may result in less details and contrast. See Noise for further details.
Note: If using a width or height lower than the default, you may need to increase seamless_blend_skirt to make seamless blending more effective.
int width = 512
Width of the generated texture (in pixels).
© Copyright 2014-present Juan Linietsky, Ariel Manzur and the Godot community (CC BY 3.0). Revision 53e837c6
.
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