m ProbablePrime moved page NoiseTexture (Component) to Component:NoiseTexture: Creating component Namespace  | 
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{{Infobox Component  | {{Infobox Component  | ||
|Image=NoiseTextureComponent.png  | |Image=NoiseTextureComponent.png  | ||
|Name=Noise Texture  | |Name=Noise Texture  | ||
}}  | }}  | ||
Noise texture is a component that procedurally generates a 2D texture with a random noise pattern like TV static.  | |||
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== Fields ==  | == Fields ==  | ||
{{Table ComponentFields  | {{Table ComponentFields  | ||
|HighPriorityIntegration|Bool|  | |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}}  | ||
|Size|Int2|  | |Profile|ColorProfile| {{Template:Texture Profile Field}}  | ||
|Mipmaps|Bool|  | |Size|Int2| {{Template:ProceduralTexture Size Field}}  | ||
|Format|TextureFormat|  | |Mipmaps|Bool| {{Template:Texture Mipmaps Field}}  | ||
|Seed|Int|  | |Format|TextureFormat| {{Template:Texture TextureFormat Field}}  | ||
|Monochrome|Bool|  | |Seed|Int| The number to use to seed the generation of the noise for the texture.  | ||
|MonochromeMax|Color  | |Monochrome|Bool| Whether to make the noise generation use a mix of 2 colors rather than random colors.  | ||
|MonochromeMin|Color  | |MonochromeMax|ColorX| Color 1 to use for the noise texture when <code>Monochrome</code> is enabled.  | ||
|Bias|Float|  | |MonochromeMin|ColorX| Color 2 to use for the noise texture when <code>Monochrome</code> is enabled.  | ||
|Gain|Float|  | |Bias|Float| The bias to use more of <code>MonochromeMax</code> or <code>MonochromeMin</code>  | ||
|Clamp|Bool|  | |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 ==  | |||
{{Table ComponentTriggers  | |||
|BakeTexture:[[Type:Action|Action]]|[[Type:Action|Action]]|false| {{Template:BakeTexture Sync Method}}  | |||
}}  | }}  | ||
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== Examples ==  | == Examples ==  | ||
{{stub}}  | |||
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 06:31, 17 March 2025
Component image 
Noise Texture component as seen in the Scene Inspector 

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. 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 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. | Is the method hidden? | Description | 
|---|---|---|---|
BakeTexture:Action
 | 
Action | X | 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.