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|Name=Multi Channel Simplex Texture 3D
|Name=Multi Channel Simplex Texture 3D
}}
}}
{{stub}}
The '''MultiChannelSimplexTexture3D''' component creates a monochrome noise channel for each RGBA channel with their own settings. It is also considered a ITexture3D element.
|R|{{RootFieldType|(nested)|[[#ChannelConfiguration|MultiChannelSimplexTexture3D.ChannelConfiguration]]}}|TypeAdv9=true| The settings to use when generating the noise for the red channel.
|G|{{RootFieldType|(nested)|[[#ChannelConfiguration|MultiChannelSimplexTexture3D.ChannelConfiguration]]}}|TypeAdv10=true| The settings to use when generating the noise for the green channel.
|B|{{RootFieldType|(nested)|[[#ChannelConfiguration|MultiChannelSimplexTexture3D.ChannelConfiguration]]}}|TypeAdv11=true| The settings to use when generating the noise for the blue channel.
|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.
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.
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.