diff --git a/doc/classes/ProjectSettings.xml b/doc/classes/ProjectSettings.xml
index 818e402067a..d4f81b0ff07 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 9514aaae1a8..4d3e42f3d54 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 7394e7ff08e..519e4eb8ade 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).