New Godot tutorial covers tiling value noise shaders for GPU procedural patterns
A ninth installment in a Godot Engine shader tutorial series, built on version 4.7, demonstrates how to apply value noise with derivatives to a torus mesh and addresses tiling so the pattern repeats seamlessly across UV boundaries. The tutorial builds on a prior lesson covering value noise derivatives and walks through code changes needed to convert bumpiness and frequency parameters to vec2 types for independent tuning on each axis.
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This kind of tutorial content serves developers and technical artists working with procedural shader-based patterns, a common technique for generating textures and surface detail without large texture files. By documenting the specific seam and tiling issues that arise when wrapping noise around curved geometry like a torus, the series could help other Godot users avoid similar debugging time in their own projects.
- The tutorial targets Godot Engine version 4.7 and is the ninth in a shader-focused series.
- It explains applying value noise with derivatives to a torus, including fixing visible UV seam discontinuities.
- Code changes include converting bumpiness and frequency uniforms to vec2 for per-axis control.
Source: catlikecoding.com, 2026-10-21
Published there as: “Tiling Noise – Procedural GPU Patterns”
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