Merge pull request #77017 from Calinou/doc-noisetexture-seamless-small
Document seamless caveats on small textures in NoiseTexture2D and NoiseTexture3D
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f067e27e0b
3 changed files with 13 additions and 11 deletions
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@ -2592,7 +2592,7 @@
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If [code]true[/code], the texture importer will import lossless textures using the PNG format. Otherwise, it will default to using WebP.
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If [code]true[/code], the texture importer will import lossless textures using the PNG format. Otherwise, it will default to using WebP.
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</member>
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</member>
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<member name="rendering/textures/vram_compression/import_etc2_astc" type="bool" setter="" getter="">
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<member name="rendering/textures/vram_compression/import_etc2_astc" type="bool" setter="" getter="">
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If [code]true[/code], the texture importer will import VRAM-compressed textures using the Ericsson Texture Compression 2 algorithm for lower quality textures and normalmaps and Adaptable Scalable Texture Compression algorithm for high quality textures (in 4x4 block size).
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If [code]true[/code], the texture importer will import VRAM-compressed textures using the Ericsson Texture Compression 2 algorithm for lower quality textures and normal maps and Adaptable Scalable Texture Compression algorithm for high quality textures (in 4x4 block size).
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[b]Note:[/b] Changing this setting does [i]not[/i] impact textures that were already imported before. To make this setting apply to textures that were already imported, exit the editor, remove the [code].godot/imported/[/code] folder located inside the project folder then restart the editor (see [member application/config/use_hidden_project_data_directory]).
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[b]Note:[/b] Changing this setting does [i]not[/i] impact textures that were already imported before. To make this setting apply to textures that were already imported, exit the editor, remove the [code].godot/imported/[/code] folder located inside the project folder then restart the editor (see [member application/config/use_hidden_project_data_directory]).
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</member>
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</member>
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<member name="rendering/textures/vram_compression/import_s3tc_bptc" type="bool" setter="" getter="">
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<member name="rendering/textures/vram_compression/import_s3tc_bptc" type="bool" setter="" getter="">
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@ -4,8 +4,7 @@
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A texture filled with noise generated by a [Noise] object.
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A texture filled with noise generated by a [Noise] object.
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</brief_description>
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</brief_description>
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<description>
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<description>
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Uses [FastNoiseLite] or other libraries to fill the texture data of your desired size.
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Uses [FastNoiseLite] or other libraries to fill the texture data of your desired size. [NoiseTexture2D] can also generate normal map textures.
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NoiseTexture2D can also generate normalmap 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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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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[codeblock]
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var texture = NoiseTexture2D.new()
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var texture = NoiseTexture2D.new()
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A [Gradient] which is used to map the luminance of each pixel to a color value.
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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>
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<member name="generate_mipmaps" type="bool" setter="set_generate_mipmaps" getter="is_generating_mipmaps" default="true">
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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.
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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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Enabling this results in less texture aliasing, but the noise texture generation may 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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Requires (anisotropic) mipmap filtering to be enabled for a material to have an effect.
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</member>
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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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<member name="height" type="int" setter="set_height" getter="get_height" default="512">
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Height of the generated texture.
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Height of the generated texture (in pixels).
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</member>
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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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<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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Determines whether the noise image is calculated in 3D space. May result in reduced contrast.
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@ -52,12 +50,14 @@
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<member name="seamless" type="bool" setter="set_seamless" getter="get_seamless" 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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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] 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>
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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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<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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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>
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<member name="width" type="int" setter="set_width" getter="get_width" default="512">
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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.
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Width of the generated texture (in pixels).
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</member>
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</member>
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</members>
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</members>
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</class>
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</class>
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A [Gradient] which is used to map the luminance of each pixel to a color value.
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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>
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<member name="depth" type="int" setter="set_depth" getter="get_depth" default="64">
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<member name="depth" type="int" setter="set_depth" getter="get_depth" default="64">
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Depth of the generated texture.
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Depth of the generated texture (in pixels).
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</member>
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</member>
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<member name="height" type="int" setter="set_height" getter="get_height" default="64">
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<member name="height" type="int" setter="set_height" getter="get_height" default="64">
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Height of the generated texture.
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Height of the generated texture (in pixels).
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</member>
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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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<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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If [code]true[/code], inverts the noise texture. White becomes black, black becomes white.
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<member name="seamless" type="bool" setter="set_seamless" getter="get_seamless" 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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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] 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], [member height] or [member depth] 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>
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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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<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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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], [member height] or [member depth] 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>
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<member name="width" type="int" setter="set_width" getter="get_width" default="64">
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<member name="width" type="int" setter="set_width" getter="get_width" default="64">
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Width of the generated texture.
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Width of the generated texture (in pixels).
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</member>
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</member>
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</members>
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</members>
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</class>
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</class>
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