Merge pull request #77017 from Calinou/doc-noisetexture-seamless-small

Document seamless caveats on small textures in NoiseTexture2D and NoiseTexture3D
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Yuri Sizov 2023-05-30 15:43:22 +02:00 committed by GitHub
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3 changed files with 13 additions and 11 deletions

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@ -2592,7 +2592,7 @@
If [code]true[/code], the texture importer will import lossless textures using the PNG format. Otherwise, it will default to using WebP. If [code]true[/code], the texture importer will import lossless textures using the PNG format. Otherwise, it will default to using WebP.
</member> </member>
<member name="rendering/textures/vram_compression/import_etc2_astc" type="bool" setter="" getter=""> <member name="rendering/textures/vram_compression/import_etc2_astc" type="bool" setter="" getter="">
If [code]true[/code], the texture importer will import VRAM-compressed textures using the Ericsson Texture Compression 2 algorithm for lower quality textures and normalmaps and Adaptable Scalable Texture Compression algorithm for high quality textures (in 4x4 block size). If [code]true[/code], the texture importer will import VRAM-compressed textures using the Ericsson Texture Compression 2 algorithm for lower quality textures and normal maps and Adaptable Scalable Texture Compression algorithm for high quality textures (in 4x4 block size).
[b]Note:[/b] Changing this setting does [i]not[/i] impact textures that were already imported before. To make this setting apply to textures that were already imported, exit the editor, remove the [code].godot/imported/[/code] folder located inside the project folder then restart the editor (see [member application/config/use_hidden_project_data_directory]). [b]Note:[/b] Changing this setting does [i]not[/i] impact textures that were already imported before. To make this setting apply to textures that were already imported, exit the editor, remove the [code].godot/imported/[/code] folder located inside the project folder then restart the editor (see [member application/config/use_hidden_project_data_directory]).
</member> </member>
<member name="rendering/textures/vram_compression/import_s3tc_bptc" type="bool" setter="" getter=""> <member name="rendering/textures/vram_compression/import_s3tc_bptc" type="bool" setter="" getter="">

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@ -4,8 +4,7 @@
A texture filled with noise generated by a [Noise] object. A texture filled with noise generated by a [Noise] object.
</brief_description> </brief_description>
<description> <description>
Uses [FastNoiseLite] or other libraries to fill the texture data of your desired size. Uses [FastNoiseLite] or other libraries to fill the texture data of your desired size. [NoiseTexture2D] can also generate normal map textures.
NoiseTexture2D can also generate normalmap textures.
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: 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:
[codeblock] [codeblock]
var texture = NoiseTexture2D.new() var texture = NoiseTexture2D.new()
@ -28,12 +27,11 @@
A [Gradient] which is used to map the luminance of each pixel to a color value. A [Gradient] which is used to map the luminance of each pixel to a color value.
</member> </member>
<member name="generate_mipmaps" type="bool" setter="set_generate_mipmaps" getter="is_generating_mipmaps" default="true"> <member name="generate_mipmaps" type="bool" setter="set_generate_mipmaps" getter="is_generating_mipmaps" default="true">
Determines whether mipmaps are generated for this texture. 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.
Enabling this results in less texture aliasing, but the noise texture generation may take longer. [b]Note:[/b] [member generate_mipmaps] requires mipmap filtering to be enabled on the material using the [NoiseTexture2D] to have an effect.
Requires (anisotropic) mipmap filtering to be enabled for a material to have an effect.
</member> </member>
<member name="height" type="int" setter="set_height" getter="get_height" default="512"> <member name="height" type="int" setter="set_height" getter="get_height" default="512">
Height of the generated texture. Height of the generated texture (in pixels).
</member> </member>
<member name="in_3d_space" type="bool" setter="set_in_3d_space" getter="is_in_3d_space" default="false"> <member name="in_3d_space" type="bool" setter="set_in_3d_space" getter="is_in_3d_space" default="false">
Determines whether the noise image is calculated in 3D space. May result in reduced contrast. Determines whether the noise image is calculated in 3D space. May result in reduced contrast.
@ -52,12 +50,14 @@
<member name="seamless" type="bool" setter="set_seamless" getter="get_seamless" default="false"> <member name="seamless" type="bool" setter="set_seamless" getter="get_seamless" default="false">
If [code]true[/code], a seamless texture is requested from the [Noise] resource. If [code]true[/code], a seamless texture is requested from the [Noise] resource.
[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. [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.
[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.
</member> </member>
<member name="seamless_blend_skirt" type="float" setter="set_seamless_blend_skirt" getter="get_seamless_blend_skirt" default="0.1"> <member name="seamless_blend_skirt" type="float" setter="set_seamless_blend_skirt" getter="get_seamless_blend_skirt" default="0.1">
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. 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.
[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.
</member> </member>
<member name="width" type="int" setter="set_width" getter="get_width" default="512"> <member name="width" type="int" setter="set_width" getter="get_width" default="512">
Width of the generated texture. Width of the generated texture (in pixels).
</member> </member>
</members> </members>
</class> </class>

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@ -20,10 +20,10 @@
A [Gradient] which is used to map the luminance of each pixel to a color value. A [Gradient] which is used to map the luminance of each pixel to a color value.
</member> </member>
<member name="depth" type="int" setter="set_depth" getter="get_depth" default="64"> <member name="depth" type="int" setter="set_depth" getter="get_depth" default="64">
Depth of the generated texture. Depth of the generated texture (in pixels).
</member> </member>
<member name="height" type="int" setter="set_height" getter="get_height" default="64"> <member name="height" type="int" setter="set_height" getter="get_height" default="64">
Height of the generated texture. Height of the generated texture (in pixels).
</member> </member>
<member name="invert" type="bool" setter="set_invert" getter="get_invert" default="false"> <member name="invert" type="bool" setter="set_invert" getter="get_invert" default="false">
If [code]true[/code], inverts the noise texture. White becomes black, black becomes white. If [code]true[/code], inverts the noise texture. White becomes black, black becomes white.
@ -38,12 +38,14 @@
<member name="seamless" type="bool" setter="set_seamless" getter="get_seamless" default="false"> <member name="seamless" type="bool" setter="set_seamless" getter="get_seamless" default="false">
If [code]true[/code], a seamless texture is requested from the [Noise] resource. If [code]true[/code], a seamless texture is requested from the [Noise] resource.
[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. [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.
[b]Note:[/b] The default [FastNoiseLite] implementation uses the fallback path for seamless generation. If using a [member width], [member height] or [member depth] lower than the default, you may need to increase [member seamless_blend_skirt] to make seamless blending more effective.
</member> </member>
<member name="seamless_blend_skirt" type="float" setter="set_seamless_blend_skirt" getter="get_seamless_blend_skirt" default="0.1"> <member name="seamless_blend_skirt" type="float" setter="set_seamless_blend_skirt" getter="get_seamless_blend_skirt" default="0.1">
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. 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.
[b]Note:[/b] If using a [member width], [member height] or [member depth] lower than the default, you may need to increase [member seamless_blend_skirt] to make seamless blending more effective.
</member> </member>
<member name="width" type="int" setter="set_width" getter="get_width" default="64"> <member name="width" type="int" setter="set_width" getter="get_width" default="64">
Width of the generated texture. Width of the generated texture (in pixels).
</member> </member>
</members> </members>
</class> </class>