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A texture filled with noise generated by a Noise object.
Uses FastNoiseLite or other libraries to fill the texture data of your desired size.
The class uses Threads to generate the texture data internally, so Texture3D.get_data 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:
var texture = NoiseTexture3D.new() texture.noise = FastNoiseLite.new() await texture.changed var data = texture.get_data()
A Gradient which is used to map the luminance of each pixel to a color value.
int depth =
Depth of the generated texture (in pixels).
int height =
Height of the generated texture (in pixels).
bool invert =
true, inverts the noise texture. White becomes black, black becomes white.
The instance of the Noise object.
bool normalize =
true, the noise image coming from the noise generator is normalized to the range
Turning normalization off can affect the contrast and allows you to generate non repeating tileable noise textures.
bool seamless =
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, height or depth lower than the default, you may need to increase seamless_blend_skirt to make seamless blending more effective.
float seamless_blend_skirt =
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.
int width =
Width of the generated texture (in pixels).