From 9e216475785000a329e80d9039dc25e47f94ab32 Mon Sep 17 00:00:00 2001 From: Hugo Locurcio Date: Fri, 12 May 2023 22:02:30 +0200 Subject: [PATCH] Document seamless caveats on small textures in NoiseTexture2D and NoiseTexture3D This also harmonizes "normal map" spelling across the class reference. --- doc/classes/ProjectSettings.xml | 2 +- modules/noise/doc_classes/NoiseTexture2D.xml | 14 +++++++------- modules/noise/doc_classes/NoiseTexture3D.xml | 8 +++++--- 3 files changed, 13 insertions(+), 11 deletions(-) diff --git a/doc/classes/ProjectSettings.xml b/doc/classes/ProjectSettings.xml index 818e402067ac..d4f81b0ff07f 100644 --- a/doc/classes/ProjectSettings.xml +++ b/doc/classes/ProjectSettings.xml @@ -2575,7 +2575,7 @@ If [code]true[/code], the texture importer will import lossless textures using the PNG format. Otherwise, it will default to using WebP. - If [code]true[/code], the texture importer will import VRAM-compressed textures using the Ericsson Texture Compression 2 algorithm for lower quality textures and normalmaps and Adaptable Scalable Texture Compression algorithm for high quality textures (in 4x4 block size). + If [code]true[/code], the texture importer will import VRAM-compressed textures using the Ericsson Texture Compression 2 algorithm for lower quality textures and normal maps and Adaptable Scalable Texture Compression algorithm for high quality textures (in 4x4 block size). [b]Note:[/b] Changing this setting does [i]not[/i] impact textures that were already imported before. To make this setting apply to textures that were already imported, exit the editor, remove the [code].godot/imported/[/code] folder located inside the project folder then restart the editor (see [member application/config/use_hidden_project_data_directory]). diff --git a/modules/noise/doc_classes/NoiseTexture2D.xml b/modules/noise/doc_classes/NoiseTexture2D.xml index 9514aaae1a86..4d3e42f3d549 100644 --- a/modules/noise/doc_classes/NoiseTexture2D.xml +++ b/modules/noise/doc_classes/NoiseTexture2D.xml @@ -4,8 +4,7 @@ A texture filled with noise generated by a [Noise] object. - Uses [FastNoiseLite] or other libraries to fill the texture data of your desired size. - NoiseTexture2D can also generate normalmap textures. + Uses [FastNoiseLite] or other libraries to fill the texture data of your desired size. [NoiseTexture2D] can also generate normal map textures. The class uses [Thread]s to generate the texture data internally, so [method Texture2D.get_image] may return [code]null[/code] if the generation process has not completed yet. In that case, you need to wait for the texture to be generated before accessing the image and the generated byte data: [codeblock] var texture = NoiseTexture2D.new() @@ -28,12 +27,11 @@ A [Gradient] which is used to map the luminance of each pixel to a color value. - Determines whether mipmaps are generated for this texture. - Enabling this results in less texture aliasing, but the noise texture generation may take longer. - Requires (anisotropic) mipmap filtering to be enabled for a material to have an effect. + Determines whether mipmaps are generated for this texture. Enabling this results in less texture aliasing in the distance, at the cost of increasing memory usage by roughly 33% and making the noise texture generation take longer. + [b]Note:[/b] [member generate_mipmaps] requires mipmap filtering to be enabled on the material using the [NoiseTexture2D] to have an effect. - Height of the generated texture. + Height of the generated texture (in pixels). Determines whether the noise image is calculated in 3D space. May result in reduced contrast. @@ -52,12 +50,14 @@ If [code]true[/code], a seamless texture is requested from the [Noise] resource. [b]Note:[/b] Seamless noise textures may take longer to generate and/or can have a lower contrast compared to non-seamless noise depending on the used [Noise] resource. This is because some implementations use higher dimensions for generating seamless noise. + [b]Note:[/b] The default [FastNoiseLite] implementation uses the fallback path for seamless generation. If using a [member width] or [member height] lower than the default, you may need to increase [member seamless_blend_skirt] to make seamless blending more effective. Used for the default/fallback implementation of the seamless texture generation. It determines the distance over which the seams are blended. High values may result in less details and contrast. See [Noise] for further details. + [b]Note:[/b] If using a [member width] or [member height] lower than the default, you may need to increase [member seamless_blend_skirt] to make seamless blending more effective. - Width of the generated texture. + Width of the generated texture (in pixels). diff --git a/modules/noise/doc_classes/NoiseTexture3D.xml b/modules/noise/doc_classes/NoiseTexture3D.xml index 7394e7ff08ea..519e4eb8adea 100644 --- a/modules/noise/doc_classes/NoiseTexture3D.xml +++ b/modules/noise/doc_classes/NoiseTexture3D.xml @@ -20,10 +20,10 @@ A [Gradient] which is used to map the luminance of each pixel to a color value. - Depth of the generated texture. + Depth of the generated texture (in pixels). - Height of the generated texture. + Height of the generated texture (in pixels). If [code]true[/code], inverts the noise texture. White becomes black, black becomes white. @@ -38,12 +38,14 @@ If [code]true[/code], a seamless texture is requested from the [Noise] resource. [b]Note:[/b] Seamless noise textures may take longer to generate and/or can have a lower contrast compared to non-seamless noise depending on the used [Noise] resource. This is because some implementations use higher dimensions for generating seamless noise. + [b]Note:[/b] The default [FastNoiseLite] implementation uses the fallback path for seamless generation. If using a [member width], [member height] or [member depth] lower than the default, you may need to increase [member seamless_blend_skirt] to make seamless blending more effective. Used for the default/fallback implementation of the seamless texture generation. It determines the distance over which the seams are blended. High values may result in less details and contrast. See [Noise] for further details. + [b]Note:[/b] If using a [member width], [member height] or [member depth] lower than the default, you may need to increase [member seamless_blend_skirt] to make seamless blending more effective. - Width of the generated texture. + Width of the generated texture (in pixels).