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.