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{{Infobox Component | {{Infobox Component | ||
|Image=NoiseTextureComponent.png | |Image=NoiseTextureComponent.png | ||
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{{Table ComponentFields | {{Table ComponentFields | ||
|HighPriorityIntegration|Bool|{{Asset HighPriorityIntegration Field}} | |HighPriorityIntegration|Bool|{{Asset HighPriorityIntegration Field}} | ||
|FilterMode|TextureFilterMode| | |FilterMode|TextureFilterMode| {{Template:Texture FilterMode Field}} | ||
|AnisotropicLevel|Int| | |AnisotropicLevel|Int| {{Template:Texture AnisotropicLevel Field}} | ||
|WrapModeU|TextureWrapMode| | |WrapModeU|TextureWrapMode| {{Template:Texture WrapMode Field|X}} | ||
|WrapModeV|TextureWrapMode| | |WrapModeV|TextureWrapMode| {{Template:Texture WrapMode Field|Y}} | ||
|MipmapBias|Float| | |MipmapBias|Float| {{Template:Texture MipmapBias Field}} | ||
|Profile|ColorProfile| | |Profile|ColorProfile| {{Template:Texture Profile Field}} | ||
|Size|Int2| | |Size|Int2| {{Template:ProceduralTexture Size Field}} | ||
|Mipmaps|Bool| | |Mipmaps|Bool| {{Template:Texture Mipmaps Field}} | ||
|Format|TextureFormat| | |Format|TextureFormat| {{Template:Texture TextureFormat Field}} | ||
|Seed|Int| The number to use to seed the generation of the noise for the texture. | |Seed|Int| The number to use to seed the generation of the noise for the texture. | ||
|Monochrome|Bool| Whether to make the noise generation use a mix of 2 colors rather than random colors. | |Monochrome|Bool| Whether to make the noise generation use a mix of 2 colors rather than random colors. | ||
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|Gain|Float| How much to brighten the entire texture. | |Gain|Float| How much to brighten the entire texture. | ||
|Clamp|Bool| Whether to keep color ranges for the output from going beyond 1 and causing bloom. | |Clamp|Bool| Whether to keep color ranges for the output from going beyond 1 and causing bloom. | ||
}} | |||
== Sync Delegates == | |||
{{Table ComponentTriggers | |||
|BakeTexture()|[[Type:Action|Action]]| {{Template:BakeTexture Sync Method}} | |||
}} | }} | ||
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== Examples == | == Examples == | ||
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Can be used as a way of adding texture to surfaces without using an actual stored texture. Can also be used for random TV static on a TV screen. | Can be used as a way of adding texture to surfaces without using an actual stored texture. Can also be used for random TV static on a TV screen. | ||
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== | == See Also == | ||
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[[Category:Components{{#translation:}}|Noise Texture]] | [[Category:Components{{#translation:}}|Noise Texture]] | ||
[[Category:Components:Assets:Procedural Textures{{#translation:}}|Noise Texture]] | [[Category:Components:Assets:Procedural Textures{{#translation:}}|Noise Texture]] |
Latest revision as of 15:38, 19 November 2024
Component image
Noise texture is a component that procedurally generates a 2D texture with a random noise pattern like TV static.
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. |
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 handle the interpolation between pixels. |
AnisotropicLevel
|
Int | The levels of Anisotropic filtering distances when using Anisotropic for FilterMode
|
WrapModeU
|
TextureWrapMode | How to repeat or mirror the texture along the X axis. this goes into affect when X values are outside of the range [0.0 to 1.0]. |
WrapModeV
|
TextureWrapMode | How to repeat or mirror the texture along the Y axis. this goes into affect when Y values are outside of the range [0.0 to 1.0]. |
MipmapBias
|
Float | Whether to see lower resolution versions of the texture closer up or not (MipMaps). |
Profile
|
ColorProfile | The color profile to use for this texture's rendering. |
Size
|
Int2 | The size of the procedural texture in pixels. |
Mipmaps
|
Bool | Whether to enable the rendering of mipmaps, which are lower res textures at further distances from the camera to improve performance. |
Format
|
TextureFormat | TextureFormat describes how Texture's pixel are stored in the VRAM. |
Seed
|
Int | The number to use to seed the generation of the noise for the texture. |
Monochrome
|
Bool | Whether to make the noise generation use a mix of 2 colors rather than random colors. |
MonochromeMax
|
ColorX | Color 1 to use for the noise texture when Monochrome is enabled.
|
MonochromeMin
|
ColorX | Color 2 to use for the noise texture when Monochrome is enabled.
|
Bias
|
Float | The bias to use more of MonochromeMax or MonochromeMin
|
Gain
|
Float | How much to brighten the entire texture. |
Clamp
|
Bool | Whether to keep color ranges for the output from going beyond 1 and causing bloom. |
Sync Delegates
Method Name | Method type and Arguments. | Description |
---|---|---|
BakeTexture()
|
Action | BakeTexture first generates a Component:StaticTexture2D that is the same as this procedural texture. The resulting static texture replaces every reference to the original procedural texture. Lastly the original procedural texture is deleted. |
Usage
Examples
This article or section is a Stub. You can help the Resonite Wiki by expanding it.
Can be used as a way of adding texture to surfaces without using an actual stored texture. Can also be used for random TV static on a TV screen.