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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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{{Table ComponentFields | {{Table ComponentFields | ||
|HighPriorityIntegration|Bool|{{Asset HighPriorityIntegration Field}} | |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. | ||
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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> | </translate> | ||
[[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]] |
Revision as of 21:09, 28 October 2024
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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 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. |
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.