Component:NoiseTexture: Difference between revisions

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

Triggers
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.

See Also