81064cc239
We don't use that info for anything, and it generates unnecessary diffs every time we bump the minor version (and CI failures if we forget to sync some files from opt-in modules (mono, text_server_fb).
63 lines
4.8 KiB
XML
63 lines
4.8 KiB
XML
<?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 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 [FastNoiseLite] or other libraries 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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