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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:

gdscript
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(value: bool)

  • 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(value: float)

  • 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(value: bool)

  • 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(value: int)

  • int get_height()

Height of the generated texture (in pixels).


bool in_3d_space = false 🔗

  • void set_in_3d_space(value: bool)

  • bool is_in_3d_space()

Determines whether the noise image is calculated in 3D space. May result in reduced contrast.


bool invert = false 🔗

  • void set_invert(value: bool)

  • bool get_invert()

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


Noise noise 🔗

The instance of the Noise object.


bool normalize = true 🔗

  • void set_normalize(value: bool)

  • 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(value: bool)

  • 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 or height lower than the default, you may need to increase seamless_blend_skirt to make seamless blending more effective.


float seamless_blend_skirt = 0.1 🔗

  • void set_seamless_blend_skirt(value: float)

  • float get_seamless_blend_skirt()

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.

Note: If using a width or height lower than the default, you may need to increase seamless_blend_skirt to make seamless blending more effective.


int width = 512 🔗

  • void set_width(value: int)

  • int get_width()

Width of the generated texture (in pixels).