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 [Thread]s to generate the texture data internally, so [method Texture3D.get_data] 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]
var texture = NoiseTexture3D.new()
texture.noise = FastNoiseLite.new()
await texture.changed
var data = texture.get_data()
var image = data[0]
[/codeblock]
A [Gradient] which is used to map the luminance of each pixel to a color value.
Depth of the generated texture.
Height of the generated texture.
If [code]true[/code], inverts the noise texture. White becomes black, black becomes white.
The instance of the [Noise] object.
If [code]true[/code], the noise image coming from the noise generator is normalized to the range [code]0.0[/code] to [code]1.0[/code].
Turning normalization off can affect the contrast and allows you to generate non repeating tileable noise textures.
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.
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.
Width of the generated texture.