Component:MultiChannelSimplexTexture3D: Difference between revisions

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|Name=Multi Channel Simplex Texture 3D
|Name=Multi Channel Simplex Texture 3D
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{{stub}}
The '''MultiChannelSimplexTexture3D''' component creates a monochrome noise channel for each RGBA channel with their own settings. It is also considered a ITexture3D element.


== Fields ==
== Fields ==
{{Table ComponentFields
{{Table ComponentFields
|HighPriorityIntegration|Bool|
|HighPriorityIntegration|Bool| {{Asset HighPriorityIntegration Field}}
|FilterMode|TextureFilterMode|
|FilterMode|TextureFilterMode| How to interpolate enlarged pixels when rendering the texture.
|AnisotropicLevel|Int|
|AnisotropicLevel|Int| Used when the texture is using the Anisotropic filtering render algorithm.
|WrapModeU|TextureWrapMode|
|WrapModeU|TextureWrapMode| How to handle wrapping for UVW sampling positions beyond the 0 to 1 range for U.
|WrapModeV|TextureWrapMode|
|WrapModeV|TextureWrapMode| How to handle wrapping for UVW sampling positions beyond the 0 to 1 range for V.
|WrapModeW|TextureWrapMode|
|WrapModeW|TextureWrapMode| How to handle wrapping for UVW sampling positions beyond the 0 to 1 range for W.
|Profile|ColorProfile|
|Profile|ColorProfile| The color space to render the image in.
|Size|Int3|
|Size|Int3| How big the texture is in pixels.
|Format|TextureFormat|
|Format|TextureFormat| What format to show the texture in.
|R|{{RootFieldType|(nested)|[[#ChannelConfiguration|ChannelConfiguration]]}}|TypeAdv9=true|
|R|{{RootFieldType|(nested)|[[#ChannelConfiguration|MultiChannelSimplexTexture3D.ChannelConfiguration]]}}|TypeAdv9=true| The settings to use when generating the noise for the red channel.
|G|{{RootFieldType|(nested)|[[#ChannelConfiguration|ChannelConfiguration]]}}|TypeAdv10=true|
|G|{{RootFieldType|(nested)|[[#ChannelConfiguration|MultiChannelSimplexTexture3D.ChannelConfiguration]]}}|TypeAdv10=true| The settings to use when generating the noise for the green channel.
|B|{{RootFieldType|(nested)|[[#ChannelConfiguration|ChannelConfiguration]]}}|TypeAdv11=true|
|B|{{RootFieldType|(nested)|[[#ChannelConfiguration|MultiChannelSimplexTexture3D.ChannelConfiguration]]}}|TypeAdv11=true| The settings to use when generating the noise for the blue channel.
|A|{{RootFieldType|(nested)|[[#ChannelConfiguration|ChannelConfiguration]]}}|TypeAdv12=true|
|A|{{RootFieldType|(nested)|[[#ChannelConfiguration|MultiChannelSimplexTexture3D.ChannelConfiguration]]}}|TypeAdv12=true| The settings to use when generating the noise for the alpha channel.
}}
}}


== Sync Delegates ==
== ChannelConfiguration ==
{{Table ComponentTriggers
{{Table TypeFields
|Offset|Float3| How much to shift the noise.
|Scale|Float3| How much to scale up the noise to make it more gentle, or down to make it more noisy.
|Use4D|Bool| Whether to use the 4D sample Map or a 1D sample map.
|WOffset|Float| How much to offset on the W axis to change the seed.
|Min|Float| The smallest value that can be sampled for this channel.
|Max|Float| The biggest value that can be sampled for this channel.
|Exp|Float| How fast/slow to make output values approach 1 as you get to 100% noise value sampled. (Sharpness)
}}
}}


== Usage ==
== Usage ==
Can be used to make procedural noise 4D textures for use with LUT, and volume.


== Examples ==
== Examples ==
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[[Category:Components{{#translation:}}|Multi Channel Simplex Texture 3D]]
[[Category:Components With Nested Types{{#translation:}}|Multi Channel Simplex Texture 3D]]
[[Category:Components With Nested Types{{#translation:}}|Multi Channel Simplex Texture 3D]]
[[Category:ComponentStubs]]

Latest revision as of 18:25, 26 June 2025

Component image 
File:MultiChannelSimplexTexture3DComponent.png
Multi Channel Simplex Texture 3D component as seen in the Scene Inspector

The MultiChannelSimplexTexture3D component creates a monochrome noise channel for each RGBA channel with their own settings. It is also considered a ITexture3D element.

Fields

Fields
Name Type Description
persistent Bool Determines whether or not this item will be saved to the server.
UpdateOrder Int Controls the order in which this component is updated.
Enabled Bool Controls whether or not this component is enabled. Some components stop their functionality when this field is disabled, but some don't.
HighPriorityIntegration Bool If true, integrating this asset (e.g. processing procedural assets) gets higher priority than assets with this flag off. An example is user laser procedural meshes.
FilterMode TextureFilterMode How to interpolate enlarged pixels when rendering the texture.
AnisotropicLevel Int Used when the texture is using the Anisotropic filtering render algorithm.
WrapModeU TextureWrapMode How to handle wrapping for UVW sampling positions beyond the 0 to 1 range for U.
WrapModeV TextureWrapMode How to handle wrapping for UVW sampling positions beyond the 0 to 1 range for V.
WrapModeW TextureWrapMode How to handle wrapping for UVW sampling positions beyond the 0 to 1 range for W.
Profile ColorProfile The color space to render the image in.
Size Int3 How big the texture is in pixels.
Format TextureFormat What format to show the texture in.
R direct MultiChannelSimplexTexture3D.ChannelConfiguration The settings to use when generating the noise for the red channel.
G direct MultiChannelSimplexTexture3D.ChannelConfiguration The settings to use when generating the noise for the green channel.
B direct MultiChannelSimplexTexture3D.ChannelConfiguration The settings to use when generating the noise for the blue channel.
A direct MultiChannelSimplexTexture3D.ChannelConfiguration The settings to use when generating the noise for the alpha channel.

ChannelConfiguration

Fields
Name Type Description
Offset Float3 How much to shift the noise.
Scale Float3 How much to scale up the noise to make it more gentle, or down to make it more noisy.
Use4D Bool Whether to use the 4D sample Map or a 1D sample map.
WOffset Float How much to offset on the W axis to change the seed.
Min Float The smallest value that can be sampled for this channel.
Max Float The biggest value that can be sampled for this channel.
Exp Float How fast/slow to make output values approach 1 as you get to 100% noise value sampled. (Sharpness)

Usage

Can be used to make procedural noise 4D textures for use with LUT, and volume.

Examples

See Also