Attention: Here be dragons

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NoiseTexture3D

Inherits: Texture3D < Texture < Resource < RefCounted < Object

A 3D texture filled with noise generated by a Noise object.

Description

Uses the FastNoiseLite library or other noise generators 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()

Properties

Gradient

color_ramp

int

depth

64

int

height

64

bool

invert

false

Noise

noise

bool

normalize

true

bool

seamless

false

float

seamless_blend_skirt

0.1

int

width

64


Property Descriptions

Gradient color_ramp

A Gradient which is used to map the luminance of each pixel to a color value.


int depth = 64

  • void set_depth ( int value )

  • int get_depth ( )

Depth of the generated texture (in pixels).


int height = 64

  • void set_height ( int value )

  • int get_height ( )

Height of the generated texture (in pixels).


bool invert = false

  • void set_invert ( bool value )

  • bool get_invert ( )

If true, inverts the noise texture. White becomes black, black becomes white.


Noise noise

  • void set_noise ( Noise value )

  • Noise get_noise ( )

The instance of the Noise object.


bool normalize = true

  • void set_normalize ( bool value )

  • bool is_normalized ( )

If true, the noise image coming from the noise generator is normalized to the range 0.0 to 1.0.

Turning normalization off can affect the contrast and allows you to generate non repeating tileable noise textures.


bool seamless = false

  • void set_seamless ( bool value )

  • bool get_seamless ( )

If 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 = 0.1

  • voi