A texture filled with noise generated by a [Noise] object. Uses [FastNoiseLite] or other libraries to fill the texture data of your desired size. [NoiseTexture2D] can also generate normal map textures. 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: [codeblock] var texture = NoiseTexture2D.new() texture.noise = FastNoiseLite.new() await texture.changed var image = texture.get_image() var data = image.get_data() [/codeblock] If [code]true[/code], the resulting texture contains a normal map created from the original noise interpreted as a bump map. 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. A [Gradient] which is used to map the luminance of each pixel to a color value. 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. [b]Note:[/b] [member generate_mipmaps] requires mipmap filtering to be enabled on the material using the [NoiseTexture2D] to have an effect. Height of the generated texture (in pixels). Determines whether the noise image is calculated in 3D space. May result in reduced contrast. If [code]true[/code], inverts the noise texture. White becomes black, black becomes white. The instance of the [Noise] object. 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]. Turning normalization off can affect the contrast and allows you to generate non repeating tileable noise textures. If [code]true[/code], a seamless texture is requested from the [Noise] resource. [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. [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. 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. [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. Width of the generated texture (in pixels).