diff --git a/doc/classes/SpriteBase3D.xml b/doc/classes/SpriteBase3D.xml
index a87608bb720..e498bccad1a 100644
--- a/doc/classes/SpriteBase3D.xml
+++ b/doc/classes/SpriteBase3D.xml
@@ -75,7 +75,8 @@
If [code]true[/code], texture is flipped vertically.
- A color value used to [i]multiply[/i] the texture's colors. Can be used for mood-coloring or to simulate the color of light.
+ A color value used to [i]multiply[/i] the texture's colors. Can be used for mood-coloring or to simulate the color of ambient light.
+ [b]Note:[/b] Unlike [member CanvasItem.modulate] for 2D, colors with values above [code]1.0[/code] (overbright) are not supported.
[b]Note:[/b] If a [member GeometryInstance3D.material_override] is defined on the [SpriteBase3D], the material override must be configured to take vertex colors into account for albedo. Otherwise, the color defined in [member modulate] will be ignored. For a [BaseMaterial3D], [member BaseMaterial3D.vertex_color_use_as_albedo] must be [code]true[/code]. For a [ShaderMaterial], [code]ALBEDO *= COLOR.rgb;[/code] must be inserted in the shader's [code]fragment()[/code] function.
@@ -97,6 +98,7 @@
Filter flags for the texture. See [enum BaseMaterial3D.TextureFilter] for options.
+ [b]Note:[/b] Linear filtering may cause artifacts around the edges, which are especially noticeable on opaque textures. To prevent this, use textures with transparent or identical colors around the edges.
If [code]true[/code], the texture's transparency and the opacity are used to make those parts of the sprite invisible.