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Merge pull request #76486 from Lasuch69/add-noisetexture3d-no-mipmaps

Add NoiseTexture3D
Rémi Verschelde 2 years ago
parent
commit
fb3d3bf0cf

+ 1 - 0
modules/noise/config.py

@@ -11,6 +11,7 @@ def get_doc_classes():
         "FastNoiseLite",
         "FastNoiseLite",
         "Noise",
         "Noise",
         "NoiseTexture2D",
         "NoiseTexture2D",
+        "NoiseTexture3D",
     ]
     ]
 
 
 
 

+ 9 - 7
modules/noise/doc_classes/Noise.xml

@@ -15,9 +15,10 @@
 			<return type="Image" />
 			<return type="Image" />
 			<param index="0" name="width" type="int" />
 			<param index="0" name="width" type="int" />
 			<param index="1" name="height" type="int" />
 			<param index="1" name="height" type="int" />
-			<param index="2" name="invert" type="bool" default="false" />
-			<param index="3" name="in_3d_space" type="bool" default="false" />
-			<param index="4" name="normalize" type="bool" default="true" />
+			<param index="2" name="depth" type="int" />
+			<param index="3" name="invert" type="bool" default="false" />
+			<param index="4" name="in_3d_space" type="bool" default="false" />
+			<param index="5" name="normalize" type="bool" default="true" />
 			<description>
 			<description>
 				Returns a 2D [Image] noise image.
 				Returns a 2D [Image] noise image.
 				Note: With [param normalize] set to [code]false[/code] the default implementation expects the noise generator to return values in the range [code]-1.0[/code] to [code]1.0[/code].
 				Note: With [param normalize] set to [code]false[/code] the default implementation expects the noise generator to return values in the range [code]-1.0[/code] to [code]1.0[/code].
@@ -65,10 +66,11 @@
 			<return type="Image" />
 			<return type="Image" />
 			<param index="0" name="width" type="int" />
 			<param index="0" name="width" type="int" />
 			<param index="1" name="height" type="int" />
 			<param index="1" name="height" type="int" />
-			<param index="2" name="invert" type="bool" default="false" />
-			<param index="3" name="in_3d_space" type="bool" default="false" />
-			<param index="4" name="skirt" type="float" default="0.1" />
-			<param index="5" name="normalize" type="bool" default="true" />
+			<param index="2" name="depth" type="int" />
+			<param index="3" name="invert" type="bool" default="false" />
+			<param index="4" name="in_3d_space" type="bool" default="false" />
+			<param index="5" name="skirt" type="float" default="0.1" />
+			<param index="6" name="normalize" type="bool" default="true" />
 			<description>
 			<description>
 				Returns a seamless 2D [Image] noise image.
 				Returns a seamless 2D [Image] noise image.
 				Note: With [param normalize] set to [code]false[/code] the default implementation expects the noise generator to return values in the range [code]-1.0[/code] to [code]1.0[/code].
 				Note: With [param normalize] set to [code]false[/code] the default implementation expects the noise generator to return values in the range [code]-1.0[/code] to [code]1.0[/code].

+ 50 - 0
modules/noise/doc_classes/NoiseTexture3D.xml

@@ -0,0 +1,50 @@
+<?xml version="1.0" encoding="UTF-8" ?>
+<class name="NoiseTexture3D" inherits="Texture3D" version="4.1" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../../../doc/class.xsd">
+	<brief_description>
+		A texture filled with noise generated by a [Noise] object.
+	</brief_description>
+	<description>
+		Uses [FastNoiseLite] or other libraries to fill the texture data of your desired size.
+		The class uses [Thread]s to generate the texture data internally, so [method Texture3D.get_data] 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 = NoiseTexture3D.new()
+		texture.noise = FastNoiseLite.new()
+		await texture.changed
+		var data = texture.get_data()
+		var image = data[0]
+		[/codeblock]
+	</description>
+	<tutorials>
+	</tutorials>
+	<members>
+		<member name="color_ramp" type="Gradient" setter="set_color_ramp" getter="get_color_ramp">
+			A [Gradient] which is used to map the luminance of each pixel to a color value.
+		</member>
+		<member name="depth" type="int" setter="set_depth" getter="get_depth" default="64">
+			Depth of the generated texture.
+		</member>
+		<member name="height" type="int" setter="set_height" getter="get_height" default="64">
+			Height of the generated texture.
+		</member>
+		<member name="invert" type="bool" setter="set_invert" getter="get_invert" default="false">
+			If [code]true[/code], inverts the noise texture. White becomes black, black becomes white.
+		</member>
+		<member name="noise" type="Noise" setter="set_noise" getter="get_noise">
+			The instance of the [Noise] object.
+		</member>
+		<member name="normalize" type="bool" setter="set_normalize" getter="is_normalized" default="true">
+			If [code]true[/code], the noise image coming from the noise generator is normalized to the range [code]0.0[/code] to [code]1.0[/code].
+			Turning normalization off can affect the contrast and allows you to generate non repeating tileable noise textures.
+		</member>
+		<member name="seamless" type="bool" setter="set_seamless" getter="get_seamless" default="false">
+			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.
+		</member>
+		<member name="seamless_blend_skirt" type="float" setter="set_seamless_blend_skirt" getter="get_seamless_blend_skirt" default="0.1">
+			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.
+		</member>
+		<member name="width" type="int" setter="set_width" getter="get_width" default="64">
+			Width of the generated texture.
+		</member>
+	</members>
+</class>

+ 7 - 7
modules/noise/noise.cpp

@@ -32,7 +32,7 @@
 
 
 #include <float.h>
 #include <float.h>
 
 
-Ref<Image> Noise::get_seamless_image(int p_width, int p_height, bool p_invert, bool p_in_3d_space, real_t p_blend_skirt, bool p_normalize) const {
+Ref<Image> Noise::get_seamless_image(int p_width, int p_height, int p_depth, bool p_invert, bool p_in_3d_space, real_t p_blend_skirt, bool p_normalize) const {
 	ERR_FAIL_COND_V(p_width <= 0 || p_height <= 0, Ref<Image>());
 	ERR_FAIL_COND_V(p_width <= 0 || p_height <= 0, Ref<Image>());
 
 
 	int skirt_width = MAX(1, p_width * p_blend_skirt);
 	int skirt_width = MAX(1, p_width * p_blend_skirt);
@@ -40,7 +40,7 @@ Ref<Image> Noise::get_seamless_image(int p_width, int p_height, bool p_invert, b
 	int src_width = p_width + skirt_width;
 	int src_width = p_width + skirt_width;
 	int src_height = p_height + skirt_height;
 	int src_height = p_height + skirt_height;
 
 
-	Ref<Image> src = get_image(src_width, src_height, p_invert, p_in_3d_space, p_normalize);
+	Ref<Image> src = get_image(src_width, src_height, p_depth, p_invert, p_in_3d_space, p_normalize);
 	bool grayscale = (src->get_format() == Image::FORMAT_L8);
 	bool grayscale = (src->get_format() == Image::FORMAT_L8);
 	if (grayscale) {
 	if (grayscale) {
 		return _generate_seamless_image<uint8_t>(src, p_width, p_height, p_invert, p_blend_skirt);
 		return _generate_seamless_image<uint8_t>(src, p_width, p_height, p_invert, p_blend_skirt);
@@ -58,7 +58,7 @@ uint8_t Noise::_alpha_blend<uint8_t>(uint8_t p_bg, uint8_t p_fg, int p_alpha) co
 	return (uint8_t)((alpha * p_fg + inv_alpha * p_bg) >> 8);
 	return (uint8_t)((alpha * p_fg + inv_alpha * p_bg) >> 8);
 }
 }
 
 
-Ref<Image> Noise::get_image(int p_width, int p_height, bool p_invert, bool p_in_3d_space, bool p_normalize) const {
+Ref<Image> Noise::get_image(int p_width, int p_height, int p_depth, bool p_invert, bool p_in_3d_space, bool p_normalize) const {
 	ERR_FAIL_COND_V(p_width <= 0 || p_height <= 0, Ref<Image>());
 	ERR_FAIL_COND_V(p_width <= 0 || p_height <= 0, Ref<Image>());
 
 
 	Vector<uint8_t> data;
 	Vector<uint8_t> data;
@@ -74,7 +74,7 @@ Ref<Image> Noise::get_image(int p_width, int p_height, bool p_invert, bool p_in_
 		real_t max_val = -FLT_MAX;
 		real_t max_val = -FLT_MAX;
 		for (int y = 0, i = 0; y < p_height; y++) {
 		for (int y = 0, i = 0; y < p_height; y++) {
 			for (int x = 0; x < p_width; x++, i++) {
 			for (int x = 0; x < p_width; x++, i++) {
-				values.set(i, p_in_3d_space ? get_noise_3d(x, y, 0.0) : get_noise_2d(x, y));
+				values.set(i, p_in_3d_space ? get_noise_3d(x, y, p_depth) : get_noise_2d(x, y));
 				if (values[i] > max_val) {
 				if (values[i] > max_val) {
 					max_val = values[i];
 					max_val = values[i];
 				}
 				}
@@ -105,7 +105,7 @@ Ref<Image> Noise::get_image(int p_width, int p_height, bool p_invert, bool p_in_
 		uint8_t ivalue;
 		uint8_t ivalue;
 		for (int y = 0, i = 0; y < p_height; y++) {
 		for (int y = 0, i = 0; y < p_height; y++) {
 			for (int x = 0; x < p_width; x++, i++) {
 			for (int x = 0; x < p_width; x++, i++) {
-				float value = (p_in_3d_space ? get_noise_3d(x, y, 0.0) : get_noise_2d(x, y));
+				float value = (p_in_3d_space ? get_noise_3d(x, y, p_depth) : get_noise_2d(x, y));
 				ivalue = static_cast<uint8_t>(CLAMP(value * 127.5f + 127.5f, 0.0f, 255.0f));
 				ivalue = static_cast<uint8_t>(CLAMP(value * 127.5f + 127.5f, 0.0f, 255.0f));
 				wd8[i] = p_invert ? (255 - ivalue) : ivalue;
 				wd8[i] = p_invert ? (255 - ivalue) : ivalue;
 			}
 			}
@@ -124,6 +124,6 @@ void Noise::_bind_methods() {
 	ClassDB::bind_method(D_METHOD("get_noise_3dv", "v"), &Noise::get_noise_3dv);
 	ClassDB::bind_method(D_METHOD("get_noise_3dv", "v"), &Noise::get_noise_3dv);
 
 
 	// Textures.
 	// Textures.
-	ClassDB::bind_method(D_METHOD("get_image", "width", "height", "invert", "in_3d_space", "normalize"), &Noise::get_image, DEFVAL(false), DEFVAL(false), DEFVAL(true));
-	ClassDB::bind_method(D_METHOD("get_seamless_image", "width", "height", "invert", "in_3d_space", "skirt", "normalize"), &Noise::get_seamless_image, DEFVAL(false), DEFVAL(false), DEFVAL(0.1), DEFVAL(true));
+	ClassDB::bind_method(D_METHOD("get_image", "width", "height", "depth", "invert", "in_3d_space", "normalize"), &Noise::get_image, DEFVAL(false), DEFVAL(false), DEFVAL(true));
+	ClassDB::bind_method(D_METHOD("get_seamless_image", "width", "height", "depth", "invert", "in_3d_space", "skirt", "normalize"), &Noise::get_seamless_image, DEFVAL(false), DEFVAL(false), DEFVAL(0.1), DEFVAL(true));
 }
 }

+ 2 - 2
modules/noise/noise.h

@@ -233,8 +233,8 @@ public:
 	virtual real_t get_noise_3dv(Vector3 p_v) const = 0;
 	virtual real_t get_noise_3dv(Vector3 p_v) const = 0;
 	virtual real_t get_noise_3d(real_t p_x, real_t p_y, real_t p_z) const = 0;
 	virtual real_t get_noise_3d(real_t p_x, real_t p_y, real_t p_z) const = 0;
 
 
-	virtual Ref<Image> get_image(int p_width, int p_height, bool p_invert = false, bool p_in_3d_space = false, bool p_normalize = true) const;
-	virtual Ref<Image> get_seamless_image(int p_width, int p_height, bool p_invert = false, bool p_in_3d_space = false, real_t p_blend_skirt = 0.1, bool p_normalize = true) const;
+	virtual Ref<Image> get_image(int p_width, int p_height, int p_depth, bool p_invert = false, bool p_in_3d_space = false, bool p_normalize = true) const;
+	virtual Ref<Image> get_seamless_image(int p_width, int p_height, int p_depth, bool p_invert = false, bool p_in_3d_space = false, real_t p_blend_skirt = 0.1, bool p_normalize = true) const;
 };
 };
 
 
 #endif // NOISE_H
 #endif // NOISE_H

+ 2 - 2
modules/noise/noise_texture_2d.cpp

@@ -162,9 +162,9 @@ Ref<Image> NoiseTexture2D::_generate_texture() {
 	Ref<Image> new_image;
 	Ref<Image> new_image;
 
 
 	if (seamless) {
 	if (seamless) {
-		new_image = ref_noise->get_seamless_image(size.x, size.y, invert, in_3d_space, seamless_blend_skirt, normalize);
+		new_image = ref_noise->get_seamless_image(size.x, size.y, 0, invert, in_3d_space, seamless_blend_skirt, normalize);
 	} else {
 	} else {
-		new_image = ref_noise->get_image(size.x, size.y, invert, in_3d_space, normalize);
+		new_image = ref_noise->get_image(size.x, size.y, 0, invert, in_3d_space, normalize);
 	}
 	}
 	if (color_ramp.is_valid()) {
 	if (color_ramp.is_valid()) {
 		new_image = _modulate_with_gradient(new_image, color_ramp);
 		new_image = _modulate_with_gradient(new_image, color_ramp);

+ 469 - 0
modules/noise/noise_texture_3d.cpp

@@ -0,0 +1,469 @@
+/**************************************************************************/
+/*  noise_texture_3d.cpp                                                  */
+/**************************************************************************/
+/*                         This file is part of:                          */
+/*                             GODOT ENGINE                               */
+/*                        https://godotengine.org                         */
+/**************************************************************************/
+/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.                  */
+/*                                                                        */
+/* Permission is hereby granted, free of charge, to any person obtaining  */
+/* a copy of this software and associated documentation files (the        */
+/* "Software"), to deal in the Software without restriction, including    */
+/* without limitation the rights to use, copy, modify, merge, publish,    */
+/* distribute, sublicense, and/or sell copies of the Software, and to     */
+/* permit persons to whom the Software is furnished to do so, subject to  */
+/* the following conditions:                                              */
+/*                                                                        */
+/* The above copyright notice and this permission notice shall be         */
+/* included in all copies or substantial portions of the Software.        */
+/*                                                                        */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,        */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF     */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY   */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,   */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE      */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                 */
+/**************************************************************************/
+
+#include "noise_texture_3d.h"
+
+#include "core/core_string_names.h"
+#include "noise.h"
+
+NoiseTexture3D::NoiseTexture3D() {
+	noise = Ref<Noise>();
+
+	_queue_update();
+}
+
+NoiseTexture3D::~NoiseTexture3D() {
+	ERR_FAIL_NULL(RenderingServer::get_singleton());
+	if (texture.is_valid()) {
+		RS::get_singleton()->free(texture);
+	}
+	noise_thread.wait_to_finish();
+}
+
+void NoiseTexture3D::_bind_methods() {
+	ClassDB::bind_method(D_METHOD("_update_texture"), &NoiseTexture3D::_update_texture);
+	ClassDB::bind_method(D_METHOD("_generate_texture"), &NoiseTexture3D::_generate_texture);
+	ClassDB::bind_method(D_METHOD("_thread_done", "image"), &NoiseTexture3D::_thread_done);
+
+	ClassDB::bind_method(D_METHOD("set_width", "width"), &NoiseTexture3D::set_width);
+	ClassDB::bind_method(D_METHOD("set_height", "height"), &NoiseTexture3D::set_height);
+	ClassDB::bind_method(D_METHOD("set_depth", "depth"), &NoiseTexture3D::set_depth);
+
+	ClassDB::bind_method(D_METHOD("set_invert", "invert"), &NoiseTexture3D::set_invert);
+	ClassDB::bind_method(D_METHOD("get_invert"), &NoiseTexture3D::get_invert);
+
+	ClassDB::bind_method(D_METHOD("set_seamless", "seamless"), &NoiseTexture3D::set_seamless);
+	ClassDB::bind_method(D_METHOD("get_seamless"), &NoiseTexture3D::get_seamless);
+
+	ClassDB::bind_method(D_METHOD("set_seamless_blend_skirt", "seamless_blend_skirt"), &NoiseTexture3D::set_seamless_blend_skirt);
+	ClassDB::bind_method(D_METHOD("get_seamless_blend_skirt"), &NoiseTexture3D::get_seamless_blend_skirt);
+
+	ClassDB::bind_method(D_METHOD("set_normalize", "normalize"), &NoiseTexture3D::set_normalize);
+	ClassDB::bind_method(D_METHOD("is_normalized"), &NoiseTexture3D::is_normalized);
+
+	ClassDB::bind_method(D_METHOD("set_color_ramp", "gradient"), &NoiseTexture3D::set_color_ramp);
+	ClassDB::bind_method(D_METHOD("get_color_ramp"), &NoiseTexture3D::get_color_ramp);
+
+	ClassDB::bind_method(D_METHOD("set_noise", "noise"), &NoiseTexture3D::set_noise);
+	ClassDB::bind_method(D_METHOD("get_noise"), &NoiseTexture3D::get_noise);
+
+	ADD_PROPERTY(PropertyInfo(Variant::INT, "width", PROPERTY_HINT_RANGE, "1,2048,1,or_greater,suffix:px"), "set_width", "get_width");
+	ADD_PROPERTY(PropertyInfo(Variant::INT, "height", PROPERTY_HINT_RANGE, "1,2048,1,or_greater,suffix:px"), "set_height", "get_height");
+	ADD_PROPERTY(PropertyInfo(Variant::INT, "depth", PROPERTY_HINT_RANGE, "1,2048,1,or_greater,suffix:px"), "set_depth", "get_depth");
+	ADD_PROPERTY(PropertyInfo(Variant::BOOL, "invert"), "set_invert", "get_invert");
+	ADD_PROPERTY(PropertyInfo(Variant::BOOL, "seamless"), "set_seamless", "get_seamless");
+	ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "seamless_blend_skirt", PROPERTY_HINT_RANGE, "0.05,1,0.001"), "set_seamless_blend_skirt", "get_seamless_blend_skirt");
+	ADD_PROPERTY(PropertyInfo(Variant::BOOL, "normalize"), "set_normalize", "is_normalized");
+	ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "color_ramp", PROPERTY_HINT_RESOURCE_TYPE, "Gradient"), "set_color_ramp", "get_color_ramp");
+	ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "noise", PROPERTY_HINT_RESOURCE_TYPE, "Noise"), "set_noise", "get_noise");
+}
+
+void NoiseTexture3D::_validate_property(PropertyInfo &p_property) const {
+	if (p_property.name == "seamless_blend_skirt") {
+		if (!seamless) {
+			p_property.usage = PROPERTY_USAGE_NO_EDITOR;
+		}
+	}
+}
+
+void NoiseTexture3D::_set_texture_data(const TypedArray<Image> &p_data) {
+	if (!p_data.is_empty()) {
+		Vector<Ref<Image>> data;
+
+		data.resize(p_data.size());
+
+		for (int i = 0; i < data.size(); i++) {
+			data.write[i] = p_data[i];
+		}
+
+		if (texture.is_valid()) {
+			RID new_texture = RS::get_singleton()->texture_3d_create(data[0]->get_format(), data[0]->get_width(), data[0]->get_height(), data.size(), false, data);
+			RS::get_singleton()->texture_replace(texture, new_texture);
+		} else {
+			texture = RS::get_singleton()->texture_3d_create(data[0]->get_format(), data[0]->get_width(), data[0]->get_height(), data.size(), false, data);
+		}
+	}
+	emit_changed();
+}
+
+void NoiseTexture3D::_thread_done(const TypedArray<Image> &p_data) {
+	_set_texture_data(p_data);
+	noise_thread.wait_to_finish();
+	if (regen_queued) {
+		noise_thread.start(_thread_function, this);
+		regen_queued = false;
+	}
+}
+
+void NoiseTexture3D::_thread_function(void *p_ud) {
+	NoiseTexture3D *tex = static_cast<NoiseTexture3D *>(p_ud);
+	tex->call_deferred(SNAME("_thread_done"), tex->_generate_texture());
+}
+
+void NoiseTexture3D::_queue_update() {
+	if (update_queued) {
+		return;
+	}
+
+	update_queued = true;
+	call_deferred(SNAME("_update_texture"));
+}
+
+TypedArray<Image> NoiseTexture3D::_generate_texture() {
+	// Prevent memdelete due to unref() on other thread.
+	Ref<Noise> ref_noise = noise;
+
+	if (ref_noise.is_null()) {
+		return TypedArray<Image>();
+	}
+
+	Vector<Ref<Image>> images;
+
+	if (seamless) {
+		images = _get_seamless(width, height, depth, invert, seamless_blend_skirt);
+	} else {
+		images.resize(depth);
+
+		for (int i = 0; i < images.size(); i++) {
+			images.write[i] = ref_noise->get_image(width, height, i, invert, true, false);
+		}
+	}
+
+	// Normalize on whole texture at once rather than on each image individualy as it would result in visible artifacts on z (depth) axis.
+	if (normalize) {
+		images = _normalize(images);
+	}
+
+	if (color_ramp.is_valid()) {
+		for (int i = 0; i < images.size(); i++) {
+			images.write[i] = _modulate_with_gradient(images[i], color_ramp);
+		}
+	}
+
+	TypedArray<Image> new_data;
+	new_data.resize(images.size());
+
+	for (int i = 0; i < new_data.size(); i++) {
+		new_data[i] = images[i];
+	}
+
+	return new_data;
+}
+
+Vector<Ref<Image>> NoiseTexture3D::_get_seamless(int p_width, int p_height, int p_depth, bool p_invert, real_t p_blend_skirt) {
+	// Prevent memdelete due to unref() on other thread.
+	Ref<Noise> ref_noise = noise;
+
+	if (ref_noise.is_null()) {
+		return Vector<Ref<Image>>();
+	}
+
+	int skirt_depth = MAX(1, p_depth * p_blend_skirt);
+	int src_depth = p_depth + skirt_depth;
+
+	Vector<Ref<Image>> images;
+	images.resize(src_depth);
+
+	for (int i = 0; i < src_depth; i++) {
+		images.write[i] = ref_noise->get_seamless_image(p_width, p_height, i, p_invert, true, p_blend_skirt, false);
+	}
+
+	int half_depth = p_depth * 0.5;
+	int skirt_edge_z = half_depth + skirt_depth;
+
+	// swap halves on depth.
+	for (int i = 0; i < half_depth; i++) {
+		Ref<Image> img = images[i];
+		images.write[i] = images[i + half_depth];
+		images.write[i + half_depth] = img;
+	}
+
+	Vector<Ref<Image>> new_images = images;
+	new_images.resize(p_depth);
+
+	// scale seamless generation to third dimension.
+	for (int z = half_depth; z < skirt_edge_z; z++) {
+		int alpha = 255 * (1 - Math::smoothstep(0.1f, 0.9f, float(z - half_depth) / float(skirt_depth)));
+
+		Vector<uint8_t> img = images[z % p_depth]->get_data();
+		Vector<uint8_t> skirt = images[(z - half_depth) + p_depth]->get_data();
+
+		Vector<uint8_t> dest;
+		dest.resize(images[0]->get_width() * images[0]->get_height() * Image::get_format_pixel_size(images[0]->get_format()));
+
+		for (int i = 0; i < img.size(); i++) {
+			uint8_t fg, bg, out;
+
+			fg = skirt[i];
+			bg = img[i];
+
+			uint16_t a;
+			uint16_t inv_a;
+
+			a = alpha + 1;
+			inv_a = 256 - alpha;
+
+			out = (uint8_t)((a * fg + inv_a * bg) >> 8);
+
+			dest.write[i] = out;
+		}
+
+		Ref<Image> new_image = memnew(Image(images[0]->get_width(), images[0]->get_height(), false, images[0]->get_format(), dest));
+		new_images.write[z % p_depth] = new_image;
+	}
+
+	return new_images;
+}
+
+Vector<Ref<Image>> NoiseTexture3D::_normalize(Vector<Ref<Image>> p_images) {
+	real_t min_val = FLT_MAX;
+	real_t max_val = -FLT_MAX;
+
+	int w = p_images[0]->get_width();
+	int h = p_images[0]->get_height();
+
+	for (int i = 0; i < p_images.size(); i++) {
+		Vector<uint8_t> data = p_images[i]->get_data();
+
+		for (int j = 0; j < data.size(); j++) {
+			if (data[j] > max_val) {
+				max_val = data[j];
+			}
+			if (data[j] < min_val) {
+				min_val = data[j];
+			}
+		}
+	}
+
+	Vector<Ref<Image>> new_images;
+	new_images.resize(p_images.size());
+
+	for (int i = 0; i < p_images.size(); i++) {
+		Vector<uint8_t> data = p_images[i]->get_data();
+
+		for (int j = 0; j < data.size(); j++) {
+			uint8_t value;
+
+			if (max_val == min_val) {
+				value = 0;
+			} else {
+				value = static_cast<uint8_t>(CLAMP((data[j] - min_val) / (max_val - min_val) * 255.f, 0, 255));
+			}
+
+			data.write[j] = value;
+		}
+
+		Ref<Image> new_image = memnew(Image(w, h, false, Image::FORMAT_L8, data));
+		new_images.write[i] = new_image;
+	}
+
+	return new_images;
+}
+
+Ref<Image> NoiseTexture3D::_modulate_with_gradient(Ref<Image> p_image, Ref<Gradient> p_gradient) {
+	int w = p_image->get_width();
+	int h = p_image->get_height();
+
+	Ref<Image> new_image = Image::create_empty(w, h, false, Image::FORMAT_RGBA8);
+
+	for (int row = 0; row < h; row++) {
+		for (int col = 0; col < w; col++) {
+			Color pixel_color = p_image->get_pixel(col, row);
+			Color ramp_color = p_gradient->get_color_at_offset(pixel_color.get_luminance());
+			new_image->set_pixel(col, row, ramp_color);
+		}
+	}
+
+	return new_image;
+}
+
+void NoiseTexture3D::_update_texture() {
+	bool use_thread = true;
+	if (first_time) {
+		use_thread = false;
+		first_time = false;
+	}
+	if (use_thread) {
+		if (!noise_thread.is_started()) {
+			noise_thread.start(_thread_function, this);
+			regen_queued = false;
+		} else {
+			regen_queued = true;
+		}
+
+	} else {
+		TypedArray<Image> new_data = _generate_texture();
+		_set_texture_data(new_data);
+	}
+	update_queued = false;
+}
+
+void NoiseTexture3D::set_noise(Ref<Noise> p_noise) {
+	if (p_noise == noise) {
+		return;
+	}
+	if (noise.is_valid()) {
+		noise->disconnect(CoreStringNames::get_singleton()->changed, callable_mp(this, &NoiseTexture3D::_queue_update));
+	}
+	noise = p_noise;
+	if (noise.is_valid()) {
+		noise->connect(CoreStringNames::get_singleton()->changed, callable_mp(this, &NoiseTexture3D::_queue_update));
+	}
+	_queue_update();
+}
+
+Ref<Noise> NoiseTexture3D::get_noise() {
+	return noise;
+}
+
+void NoiseTexture3D::set_width(int p_width) {
+	ERR_FAIL_COND(p_width <= 0);
+	if (p_width == width) {
+		return;
+	}
+	width = p_width;
+	_queue_update();
+}
+
+void NoiseTexture3D::set_height(int p_height) {
+	ERR_FAIL_COND(p_height <= 0);
+	if (p_height == height) {
+		return;
+	}
+	height = p_height;
+	_queue_update();
+}
+
+void NoiseTexture3D::set_depth(int p_depth) {
+	ERR_FAIL_COND(p_depth <= 0);
+	if (p_depth == depth) {
+		return;
+	}
+	depth = p_depth;
+	_queue_update();
+}
+
+void NoiseTexture3D::set_invert(bool p_invert) {
+	if (p_invert == invert) {
+		return;
+	}
+	invert = p_invert;
+	_queue_update();
+}
+
+bool NoiseTexture3D::get_invert() const {
+	return invert;
+}
+
+void NoiseTexture3D::set_seamless(bool p_seamless) {
+	if (p_seamless == seamless) {
+		return;
+	}
+	seamless = p_seamless;
+	_queue_update();
+	notify_property_list_changed();
+}
+
+bool NoiseTexture3D::get_seamless() {
+	return seamless;
+}
+
+void NoiseTexture3D::set_seamless_blend_skirt(real_t p_blend_skirt) {
+	ERR_FAIL_COND(p_blend_skirt < 0.05 || p_blend_skirt > 1);
+
+	if (p_blend_skirt == seamless_blend_skirt) {
+		return;
+	}
+	seamless_blend_skirt = p_blend_skirt;
+	_queue_update();
+}
+real_t NoiseTexture3D::get_seamless_blend_skirt() {
+	return seamless_blend_skirt;
+}
+
+void NoiseTexture3D::set_color_ramp(const Ref<Gradient> &p_gradient) {
+	if (p_gradient == color_ramp) {
+		return;
+	}
+	if (color_ramp.is_valid()) {
+		color_ramp->disconnect(CoreStringNames::get_singleton()->changed, callable_mp(this, &NoiseTexture3D::_queue_update));
+	}
+	color_ramp = p_gradient;
+	if (color_ramp.is_valid()) {
+		color_ramp->connect(CoreStringNames::get_singleton()->changed, callable_mp(this, &NoiseTexture3D::_queue_update));
+	}
+	_queue_update();
+}
+
+void NoiseTexture3D::set_normalize(bool p_normalize) {
+	if (normalize == p_normalize) {
+		return;
+	}
+	normalize = p_normalize;
+	_queue_update();
+}
+
+bool NoiseTexture3D::is_normalized() const {
+	return normalize;
+}
+
+Ref<Gradient> NoiseTexture3D::get_color_ramp() const {
+	return color_ramp;
+}
+
+int NoiseTexture3D::get_width() const {
+	return width;
+}
+
+int NoiseTexture3D::get_height() const {
+	return height;
+}
+
+int NoiseTexture3D::get_depth() const {
+	return depth;
+}
+
+RID NoiseTexture3D::get_rid() const {
+	if (!texture.is_valid()) {
+		texture = RS::get_singleton()->texture_3d_placeholder_create();
+	}
+
+	return texture;
+}
+
+Vector<Ref<Image>> NoiseTexture3D::get_data() const {
+	ERR_FAIL_COND_V(!texture.is_valid(), Vector<Ref<Image>>());
+	return RS::get_singleton()->texture_3d_get(texture);
+}
+
+Image::Format NoiseTexture3D::get_format() const {
+	ERR_FAIL_COND_V(!texture.is_valid(), Image::FORMAT_L8);
+	return RS::get_singleton()->texture_3d_get(texture)[0]->get_format();
+}

+ 115 - 0
modules/noise/noise_texture_3d.h

@@ -0,0 +1,115 @@
+/**************************************************************************/
+/*  noise_texture_3d.h                                                    */
+/**************************************************************************/
+/*                         This file is part of:                          */
+/*                             GODOT ENGINE                               */
+/*                        https://godotengine.org                         */
+/**************************************************************************/
+/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.                  */
+/*                                                                        */
+/* Permission is hereby granted, free of charge, to any person obtaining  */
+/* a copy of this software and associated documentation files (the        */
+/* "Software"), to deal in the Software without restriction, including    */
+/* without limitation the rights to use, copy, modify, merge, publish,    */
+/* distribute, sublicense, and/or sell copies of the Software, and to     */
+/* permit persons to whom the Software is furnished to do so, subject to  */
+/* the following conditions:                                              */
+/*                                                                        */
+/* The above copyright notice and this permission notice shall be         */
+/* included in all copies or substantial portions of the Software.        */
+/*                                                                        */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,        */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF     */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY   */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,   */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE      */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                 */
+/**************************************************************************/
+
+#ifndef NOISE_TEXTURE_3D_H
+#define NOISE_TEXTURE_3D_H
+
+#include "noise.h"
+
+#include "core/object/ref_counted.h"
+#include "scene/resources/texture.h"
+
+class NoiseTexture3D : public Texture3D {
+	GDCLASS(NoiseTexture3D, Texture3D);
+
+private:
+	Thread noise_thread;
+
+	bool first_time = true;
+	bool update_queued = false;
+	bool regen_queued = false;
+
+	mutable RID texture;
+	uint32_t flags = 0;
+
+	int width = 64;
+	int height = 64;
+	int depth = 64;
+	bool invert = false;
+	bool seamless = false;
+	real_t seamless_blend_skirt = 0.1;
+	bool normalize = true;
+
+	Ref<Gradient> color_ramp;
+	Ref<Noise> noise;
+
+	void _thread_done(const TypedArray<Image> &p_data);
+	static void _thread_function(void *p_ud);
+
+	void _queue_update();
+	TypedArray<Image> _generate_texture();
+	void _update_texture();
+	void _set_texture_data(const TypedArray<Image> &p_data);
+
+	Vector<Ref<Image>> _get_seamless(int p_width, int p_height, int p_depth, bool p_invert, real_t p_blend_skirt);
+	Vector<Ref<Image>> _normalize(Vector<Ref<Image>> p_images);
+	Ref<Image> _modulate_with_gradient(Ref<Image> p_image, Ref<Gradient> p_gradient);
+
+protected:
+	static void _bind_methods();
+	void _validate_property(PropertyInfo &p_property) const;
+
+public:
+	void set_noise(Ref<Noise> p_noise);
+	Ref<Noise> get_noise();
+
+	void set_width(int p_width);
+	void set_height(int p_height);
+	void set_depth(int p_depth);
+
+	void set_invert(bool p_invert);
+	bool get_invert() const;
+
+	void set_seamless(bool p_seamless);
+	bool get_seamless();
+
+	void set_seamless_blend_skirt(real_t p_blend_skirt);
+	real_t get_seamless_blend_skirt();
+
+	void set_normalize(bool p_normalize);
+	bool is_normalized() const;
+
+	void set_color_ramp(const Ref<Gradient> &p_gradient);
+	Ref<Gradient> get_color_ramp() const;
+
+	virtual int get_width() const override;
+	virtual int get_height() const override;
+	virtual int get_depth() const override;
+
+	virtual RID get_rid() const override;
+
+	virtual Vector<Ref<Image>> get_data() const override;
+	virtual Image::Format get_format() const override;
+
+	NoiseTexture3D();
+	virtual ~NoiseTexture3D();
+};
+
+#endif // NOISE_TEXTURE_3D_H

+ 2 - 0
modules/noise/register_types.cpp

@@ -33,6 +33,7 @@
 #include "fastnoise_lite.h"
 #include "fastnoise_lite.h"
 #include "noise.h"
 #include "noise.h"
 #include "noise_texture_2d.h"
 #include "noise_texture_2d.h"
+#include "noise_texture_3d.h"
 
 
 #ifdef TOOLS_ENABLED
 #ifdef TOOLS_ENABLED
 #include "editor/editor_plugin.h"
 #include "editor/editor_plugin.h"
@@ -41,6 +42,7 @@
 
 
 void initialize_noise_module(ModuleInitializationLevel p_level) {
 void initialize_noise_module(ModuleInitializationLevel p_level) {
 	if (p_level == MODULE_INITIALIZATION_LEVEL_SCENE) {
 	if (p_level == MODULE_INITIALIZATION_LEVEL_SCENE) {
+		GDREGISTER_CLASS(NoiseTexture3D);
 		GDREGISTER_CLASS(NoiseTexture2D);
 		GDREGISTER_CLASS(NoiseTexture2D);
 		GDREGISTER_ABSTRACT_CLASS(Noise);
 		GDREGISTER_ABSTRACT_CLASS(Noise);
 		GDREGISTER_CLASS(FastNoiseLite);
 		GDREGISTER_CLASS(FastNoiseLite);

+ 3 - 3
modules/noise/tests/test_fastnoise_lite.h

@@ -605,7 +605,7 @@ TEST_CASE("[FastNoiseLite] Generating seamless 2D images (11x11px) and compare t
 	noise.set_cellular_jitter(0.0);
 	noise.set_cellular_jitter(0.0);
 
 
 	SUBCASE("Blend skirt 0.0") {
 	SUBCASE("Blend skirt 0.0") {
-		Ref<Image> img = noise.get_seamless_image(11, 11, false, false, 0.0);
+		Ref<Image> img = noise.get_seamless_image(11, 11, 0, false, false, 0.0);
 
 
 		Ref<Image> ref_img_1 = memnew(Image);
 		Ref<Image> ref_img_1 = memnew(Image);
 		ref_img_1->set_data(11, 11, false, Image::FORMAT_L8, ref_img_1_data);
 		ref_img_1->set_data(11, 11, false, Image::FORMAT_L8, ref_img_1_data);
@@ -614,7 +614,7 @@ TEST_CASE("[FastNoiseLite] Generating seamless 2D images (11x11px) and compare t
 	}
 	}
 
 
 	SUBCASE("Blend skirt 0.1") {
 	SUBCASE("Blend skirt 0.1") {
-		Ref<Image> img = noise.get_seamless_image(11, 11, false, false, 0.1);
+		Ref<Image> img = noise.get_seamless_image(11, 11, 0, false, false, 0.1);
 
 
 		Ref<Image> ref_img_2 = memnew(Image);
 		Ref<Image> ref_img_2 = memnew(Image);
 		ref_img_2->set_data(11, 11, false, Image::FORMAT_L8, ref_img_2_data);
 		ref_img_2->set_data(11, 11, false, Image::FORMAT_L8, ref_img_2_data);
@@ -623,7 +623,7 @@ TEST_CASE("[FastNoiseLite] Generating seamless 2D images (11x11px) and compare t
 	}
 	}
 
 
 	SUBCASE("Blend skirt 1.0") {
 	SUBCASE("Blend skirt 1.0") {
-		Ref<Image> img = noise.get_seamless_image(11, 11, false, false, 0.1);
+		Ref<Image> img = noise.get_seamless_image(11, 11, 0, false, false, 0.1);
 
 
 		Ref<Image> ref_img_3 = memnew(Image);
 		Ref<Image> ref_img_3 = memnew(Image);
 		ref_img_3->set_data(11, 11, false, Image::FORMAT_L8, ref_img_3_data);
 		ref_img_3->set_data(11, 11, false, Image::FORMAT_L8, ref_img_3_data);

+ 235 - 0
modules/noise/tests/test_noise_texture_3d.h

@@ -0,0 +1,235 @@
+/**************************************************************************/
+/*  test_noise_texture_3d.h                                               */
+/**************************************************************************/
+/*                         This file is part of:                          */
+/*                             GODOT ENGINE                               */
+/*                        https://godotengine.org                         */
+/**************************************************************************/
+/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.                  */
+/*                                                                        */
+/* Permission is hereby granted, free of charge, to any person obtaining  */
+/* a copy of this software and associated documentation files (the        */
+/* "Software"), to deal in the Software without restriction, including    */
+/* without limitation the rights to use, copy, modify, merge, publish,    */
+/* distribute, sublicense, and/or sell copies of the Software, and to     */
+/* permit persons to whom the Software is furnished to do so, subject to  */
+/* the following conditions:                                              */
+/*                                                                        */
+/* The above copyright notice and this permission notice shall be         */
+/* included in all copies or substantial portions of the Software.        */
+/*                                                                        */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,        */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF     */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY   */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,   */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE      */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                 */
+/**************************************************************************/
+
+#ifndef TEST_NOISE_TEXTURE_3D_H
+#define TEST_NOISE_TEXTURE_3D_H
+
+#include "tests/test_macros.h"
+
+#include "modules/noise/noise_texture_3d.h"
+
+namespace TestNoiseTexture3D {
+
+class NoiseTexture3DTester : public RefCounted {
+	GDCLASS(NoiseTexture3DTester, RefCounted);
+
+	const NoiseTexture3D *const texture;
+
+public:
+	NoiseTexture3DTester(const NoiseTexture3D *const p_texture) :
+			texture{ p_texture } {};
+
+	Color compute_average_color(const Ref<Image> &p_noise_image) {
+		Color r_avg_color{};
+
+		for (int i = 0; i < p_noise_image->get_width(); ++i) {
+			for (int j = 0; j < p_noise_image->get_height(); ++j) {
+				const Color pixel = p_noise_image->get_pixel(i, j);
+				r_avg_color += pixel;
+			}
+		}
+
+		int pixel_count = p_noise_image->get_width() * p_noise_image->get_height();
+		r_avg_color /= pixel_count;
+		return r_avg_color;
+	}
+
+	void check_mip_and_color_ramp() {
+		const Vector<Ref<Image>> noise_data = texture->get_data();
+
+		for (int i = 0; i < noise_data.size(); i++) {
+			const Ref<Image> noise_image = noise_data[i];
+
+			CHECK(noise_image.is_valid());
+			CHECK(noise_image->get_width() == texture->get_width());
+			CHECK(noise_image->get_height() == texture->get_height());
+
+			CHECK(noise_image->get_format() == Image::FORMAT_RGBA8);
+			CHECK(!noise_image->has_mipmaps());
+
+			Color avg_color = compute_average_color(noise_image);
+
+			// Check that the noise texture is modulated correctly by the color ramp (Gradient).
+			CHECK_FALSE_MESSAGE((avg_color.r + avg_color.g + avg_color.b) == doctest::Approx(0.0), "The noise texture should not be all black");
+			CHECK_FALSE_MESSAGE((avg_color.r + avg_color.g + avg_color.b) == doctest::Approx(noise_image->get_width() * noise_image->get_height() * 3.0), "The noise texture should not be all white");
+			CHECK_MESSAGE(avg_color.g == doctest::Approx(0.0), "The noise texture should not have any green when modulated correctly by the color ramp");
+		}
+	}
+
+	void check_seamless_texture_grayscale() {
+		const Vector<Ref<Image>> noise_data = texture->get_data();
+
+		for (int i = 0; i < noise_data.size(); i++) {
+			const Ref<Image> noise_image = noise_data[i];
+
+			CHECK(noise_image.is_valid());
+			CHECK(noise_image->get_width() == texture->get_width());
+			CHECK(noise_image->get_height() == texture->get_height());
+
+			CHECK(noise_image->get_format() == Image::FORMAT_L8);
+
+			Color avg_color = compute_average_color(noise_image);
+
+			// Since it's a grayscale image and every channel except the alpha channel has the
+			// same values (conversion happens in Image::get_pixel) we only need to test one channel.
+			CHECK(avg_color.r == doctest::Approx(0.5).epsilon(0.05));
+		}
+	}
+
+	void check_seamless_texture_rgba() {
+		const Vector<Ref<Image>> noise_data = texture->get_data();
+
+		for (int i = 0; i < noise_data.size(); i++) {
+			const Ref<Image> noise_image = noise_data[i];
+
+			CHECK(noise_image.is_valid());
+			CHECK(noise_image->get_width() == texture->get_width());
+			CHECK(noise_image->get_height() == texture->get_height());
+
+			CHECK(noise_image->get_format() == Image::FORMAT_RGBA8);
+
+			// Check that the noise texture is modulated correctly by the color ramp (Gradient).
+			Color avg_color = compute_average_color(noise_image);
+
+			// We use a default (black to white) gradient, so the average of the red, green and blue channels should be the same.
+			CHECK(avg_color.r == doctest::Approx(0.5).epsilon(0.05));
+			CHECK(avg_color.g == doctest::Approx(0.5).epsilon(0.05));
+			CHECK(avg_color.b == doctest::Approx(0.5).epsilon(0.05));
+		}
+	}
+};
+
+TEST_CASE("[NoiseTexture][SceneTree] Getter and setter") {
+	Ref<NoiseTexture3D> noise_texture = memnew(NoiseTexture3D);
+
+	Ref<FastNoiseLite> noise = memnew(FastNoiseLite);
+	noise_texture->set_noise(noise);
+	CHECK(noise_texture->get_noise() == noise);
+	noise_texture->set_noise(nullptr);
+	CHECK(noise_texture->get_noise() == nullptr);
+
+	noise_texture->set_width(8);
+	noise_texture->set_height(4);
+	noise_texture->set_depth(2);
+	CHECK(noise_texture->get_width() == 8);
+	CHECK(noise_texture->get_height() == 4);
+	CHECK(noise_texture->get_depth() == 2);
+
+	ERR_PRINT_OFF;
+	noise_texture->set_width(-1);
+	noise_texture->set_height(-1);
+	noise_texture->set_depth(-1);
+	ERR_PRINT_ON;
+	CHECK(noise_texture->get_width() == 8);
+	CHECK(noise_texture->get_height() == 4);
+	CHECK(noise_texture->get_depth() == 2);
+
+	noise_texture->set_invert(true);
+	CHECK(noise_texture->get_invert() == true);
+	noise_texture->set_invert(false);
+	CHECK(noise_texture->get_invert() == false);
+
+	noise_texture->set_seamless(true);
+	CHECK(noise_texture->get_seamless() == true);
+	noise_texture->set_seamless(false);
+	CHECK(noise_texture->get_seamless() == false);
+
+	noise_texture->set_seamless_blend_skirt(0.45);
+	CHECK(noise_texture->get_seamless_blend_skirt() == doctest::Approx(0.45));
+
+	ERR_PRINT_OFF;
+	noise_texture->set_seamless_blend_skirt(-1.0);
+	noise_texture->set_seamless_blend_skirt(2.0);
+	CHECK(noise_texture->get_seamless_blend_skirt() == doctest::Approx(0.45));
+	ERR_PRINT_ON;
+
+	Ref<Gradient> gradient = memnew(Gradient);
+	noise_texture->set_color_ramp(gradient);
+	CHECK(noise_texture->get_color_ramp() == gradient);
+	noise_texture->set_color_ramp(nullptr);
+	CHECK(noise_texture->get_color_ramp() == nullptr);
+}
+
+TEST_CASE("[NoiseTexture3D][SceneTree] Generating a basic noise texture with mipmaps and color ramp modulation") {
+	Ref<NoiseTexture3D> noise_texture = memnew(NoiseTexture3D);
+
+	Ref<FastNoiseLite> noise = memnew(FastNoiseLite);
+	noise_texture->set_noise(noise);
+
+	Ref<Gradient> gradient = memnew(Gradient);
+	Vector<Gradient::Point> points;
+	points.push_back({ 0.0, Color(1, 0, 0) });
+	points.push_back({ 1.0, Color(0, 0, 1) });
+	gradient->set_points(points);
+	noise_texture->set_color_ramp(gradient);
+	noise_texture->set_width(16);
+	noise_texture->set_height(16);
+	noise_texture->set_depth(16);
+
+	Ref<NoiseTexture3DTester> tester = memnew(NoiseTexture3DTester(noise_texture.ptr()));
+	noise_texture->connect("changed", callable_mp(tester.ptr(), &NoiseTexture3DTester::check_mip_and_color_ramp));
+	MessageQueue::get_singleton()->flush();
+}
+
+TEST_CASE("[NoiseTexture3D][SceneTree] Generating a seamless noise texture") {
+	Ref<NoiseTexture3D> noise_texture = memnew(NoiseTexture3D);
+
+	Ref<FastNoiseLite> noise = memnew(FastNoiseLite);
+	noise->set_frequency(0.5);
+	noise_texture->set_noise(noise);
+	noise_texture->set_width(16);
+	noise_texture->set_height(16);
+	noise_texture->set_depth(16);
+	noise_texture->set_seamless(true);
+
+	Ref<NoiseTexture3DTester> tester = memnew(NoiseTexture3DTester(noise_texture.ptr()));
+
+	SUBCASE("Grayscale(L8) 16x16x16, with seamless blend skirt of 0.05") {
+		noise_texture->set_seamless_blend_skirt(0.05);
+		noise_texture->connect("changed", callable_mp(tester.ptr(), &NoiseTexture3DTester::check_seamless_texture_grayscale));
+		MessageQueue::get_singleton()->flush();
+	}
+
+	SUBCASE("16x16x16 modulated with default (transparent)black and white gradient (RGBA8), with seamless blend skirt of 1.0") {
+		Ref<Gradient> gradient = memnew(Gradient);
+		Vector<Gradient::Point> points;
+		points.push_back({ 0.0, Color(0, 0, 0, 0) });
+		points.push_back({ 1.0, Color(1, 1, 1, 1) });
+		gradient->set_points(points);
+		noise_texture->set_color_ramp(gradient);
+		noise_texture->set_seamless_blend_skirt(1.0);
+		noise_texture->connect("changed", callable_mp(tester.ptr(), &NoiseTexture3DTester::check_seamless_texture_rgba));
+		MessageQueue::get_singleton()->flush();
+	}
+}
+
+} //namespace TestNoiseTexture3D
+
+#endif // TEST_NOISE_TEXTURE_3D_H