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godotengine
GitHub Repository: godotengine/godot
Path: blob/master/modules/noise/doc_classes/NoiseTexture2D.xml
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<?xml version="1.0" encoding="UTF-8" ?>
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<class name="NoiseTexture2D" inherits="Texture2D" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../../../doc/class.xsd">
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<brief_description>
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A 2D texture filled with noise generated by a [Noise] object.
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</brief_description>
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<description>
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Uses the [FastNoiseLite] library or other noise generators to fill the texture data of your desired size. [NoiseTexture2D] can also generate normal map textures.
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The class uses [Thread]s to generate the texture data internally, so [method Texture2D.get_image] may return [code]null[/code] 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:
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[codeblock]
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var texture = NoiseTexture2D.new()
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texture.noise = FastNoiseLite.new()
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await texture.changed
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var image = texture.get_image()
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var data = image.get_data()
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[/codeblock]
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</description>
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<tutorials>
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</tutorials>
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<members>
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<member name="as_normal_map" type="bool" setter="set_as_normal_map" getter="is_normal_map" default="false">
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If [code]true[/code], the resulting texture contains a normal map created from the original noise interpreted as a bump map.
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</member>
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<member name="bump_strength" type="float" setter="set_bump_strength" getter="get_bump_strength" default="8.0">
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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.
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</member>
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<member name="color_ramp" type="Gradient" setter="set_color_ramp" getter="get_color_ramp">
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A [Gradient] which is used to map the luminance of each pixel to a color value.
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</member>
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<member name="generate_mipmaps" type="bool" setter="set_generate_mipmaps" getter="is_generating_mipmaps" default="true">
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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.
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[b]Note:[/b] [member generate_mipmaps] requires mipmap filtering to be enabled on the material using the [NoiseTexture2D] to have an effect.
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</member>
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<member name="height" type="int" setter="set_height" getter="get_height" default="512">
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Height of the generated texture (in pixels).
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</member>
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<member name="in_3d_space" type="bool" setter="set_in_3d_space" getter="is_in_3d_space" default="false">
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Determines whether the noise image is calculated in 3D space. May result in reduced contrast.
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</member>
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<member name="invert" type="bool" setter="set_invert" getter="get_invert" default="false">
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If [code]true[/code], inverts the noise texture. White becomes black, black becomes white.
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</member>
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<member name="noise" type="Noise" setter="set_noise" getter="get_noise">
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The instance of the [Noise] object.
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</member>
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<member name="normalize" type="bool" setter="set_normalize" getter="is_normalized" default="true">
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If [code]true[/code], the noise image coming from the noise generator is normalized to the range [code]0.0[/code] to [code]1.0[/code].
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Turning normalization off can affect the contrast and allows you to generate non repeating tileable noise textures.
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</member>
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<member name="resource_local_to_scene" type="bool" setter="set_local_to_scene" getter="is_local_to_scene" overrides="Resource" default="false" />
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<member name="seamless" type="bool" setter="set_seamless" getter="get_seamless" default="false">
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If [code]true[/code], a seamless texture is requested from the [Noise] resource.
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[b]Note:[/b] 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.
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[b]Note:[/b] The default [FastNoiseLite] implementation uses the fallback path for seamless generation. If using a [member width] or [member height] lower than the default, you may need to increase [member seamless_blend_skirt] to make seamless blending more effective.
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</member>
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<member name="seamless_blend_skirt" type="float" setter="set_seamless_blend_skirt" getter="get_seamless_blend_skirt" default="0.1">
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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.
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[b]Note:[/b] If using a [member width] or [member height] lower than the default, you may need to increase [member seamless_blend_skirt] to make seamless blending more effective.
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</member>
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<member name="width" type="int" setter="set_width" getter="get_width" default="512">
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Width of the generated texture (in pixels).
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</member>
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</members>
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</class>
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