Component:NoiseTexture: Difference between revisions

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|Name=Noise Texture
|Name=Noise Texture
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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| How to interpolate between pixels. see [[Type:TextureFilterMode|Texture Filter Mode]].
|AnisotropicLevel|Int|
|AnisotropicLevel|Int| The level of anisotropy to use when <code>TextureFilterMode</code> is set to '''Anisotropic'''
|WrapModeU|TextureWrapMode|
|WrapModeU|TextureWrapMode| How to handle the texture beyond 0->1 UVs on the X axis.
|WrapModeV|TextureWrapMode|
|WrapModeV|TextureWrapMode| How to handle the texture beyond 0->1 UVs on the Y axis.
|MipmapBias|Float|
|MipmapBias|Float| Whether to see lower resolution versions of the texture closer up or not (MipMaps).
|Profile|ColorProfile|
|Profile|ColorProfile| What color space to render this texture in.
|Size|Int2|
|Size|Int2| The size that the procedural texture should be when generated.
|Mipmaps|Bool|
|Mipmaps|Bool| Whether to enable the generation of MipMaps.
|Format|TextureFormat|
|Format|TextureFormat| What kind of texture format/compression to use for this texture.
|Seed|Int|
|Seed|Int| The number to use to seed the generation of the noise for the texture.
|Monochrome|Bool|
|Monochrome|Bool| Whether to make the noise generation use a mix of 2 colors rather than random colors.
|MonochromeMax|ColorX|
|MonochromeMax|ColorX| Color 1 to use for the noise texture when <code>Monochrome</code> is enabled.
|MonochromeMin|ColorX|
|MonochromeMin|ColorX| Color 2 to use for the noise texture when <code>Monochrome</code> is enabled.
|Bias|Float|
|Bias|Float| The bias to use more of <code>MonochromeMax</code> or <code>MonochromeMin</code>
|Gain|Float|
|Gain|Float| How much to brighten the entire texture.
|Clamp|Bool|
|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]]|
}}
}}


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== Examples ==
== Examples ==
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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== Related Components ==
== Related Components ==
</translate>
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[[Category:Components{{#translation:}}|Noise Texture]]
[[Category:ComponentStubs]]
[[Category:ComponentStubs]]
[[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 21:06, 6 November 2024


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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

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 interpolate between pixels. see Texture Filter Mode.
AnisotropicLevel Int The level of anisotropy to use when TextureFilterMode is set to Anisotropic
WrapModeU TextureWrapMode How to handle the texture beyond 0->1 UVs on the X axis.
WrapModeV TextureWrapMode How to handle the texture beyond 0->1 UVs on the Y axis.
MipmapBias Float Whether to see lower resolution versions of the texture closer up or not (MipMaps).
Profile ColorProfile What color space to render this texture in.
Size Int2 The size that the procedural texture should be when generated.
Mipmaps Bool Whether to enable the generation of MipMaps.
Format TextureFormat What kind of texture format/compression to use for this 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.
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

Triggers
Name Arguments Description
BakeTexture() Action

Usage

Examples

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.

Related Components