Up to date

This page is up to date for Godot 4.2. If you still find outdated information, please open an issue.

NoiseTexture2D

Inherits: Texture2D < Texture < Resource < RefCounted < Object

A 2D 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. NoiseTexture2D can also generate normal map textures.

The class uses Threads to generate the texture data internally, so Texture2D.get_image 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 and the generated byte data:

var texture = NoiseTexture2D.new()
texture.noise = FastNoiseLite.new()
await texture.changed
var image = texture.get_image()
var data = image.get_data()

Properties

bool

as_normal_map

false

float

bump_strength

8.0

Gradient

color_ramp

bool

generate_mipmaps

true

int

height

512

bool

in_3d_space

false

bool

invert

false

Noise

noise

bool

normalize

true

bool

resource_local_to_scene

false (overrides Resource)

bool

seamless

false

float

seamless_blend_skirt

0.1

int

width

512


Property Descriptions

bool as_normal_map = false

  • void set_as_normal_map ( bool value )

  • bool is_normal_map ( )

If true, the resulting texture contains a normal map created from the original noise interpreted as a bump map.


float bump_strength = 8.0

  • void set_bump_strength ( float value )

  • float get_bump_strength ( )

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.


Gradient color_ramp

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


bool generate_mipmaps = true

  • void set_generate_mipmaps ( bool value )

  • bool is_generating_mipmaps ( )

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.

Note: generate_mipmaps requires mipmap filtering to be enabled on the material using the NoiseTexture2D to have an effect.


int height = 512

  • void set_height ( int value )

  • int get_height ( )

Height of the generated texture (in pixels).


bool in_3d_space = false

  • void set_in_3d_space ( bool value )

  • bool is_in_3d_space ( )

Determines whether the noi