Component examples

Working material, open for inspection.

Browse actual creative components, their file lists and the checks recorded for each version. Download through your connected agent with the required account access.

376 public examples

Recorded render of CMYK halftone print screens

godot shaders

CMYK halftone print screens

Reproduce colour printing: the image is split into cyan, magenta, yellow and black, each printed as dots on its own rotated grid with dot size following the ink amount, then composited on paper.

11 filesMITInspect →
Recorded render of Woven fabric with thread relief and sheen

godot shaders

Woven fabric with thread relief and sheen

Woven cloth from UVs: warp and weft threads crossing over and under in a plain or twill pattern, each thread shaded as a rounded strand through the normal map, with Godot's rim term for the soft cloth sheen.

11 filesMITInspect →
Recorded render of Animated Truchet tile pattern

godot shaders

Animated Truchet tile pattern

Endless maze-like curves from Truchet tiles: each cell holds two quarter-circle arcs in one of two orientations chosen by a hash, so arcs join into continuous paths, with light running along them.

11 filesMITInspect →
Recorded render of Terrazzo with random coloured chips

godot shaders

Terrazzo with random coloured chips

Terrazzo surface: irregular stone chips of several colours and sizes set in a speckled cement matrix, from jittered Voronoi cells with noisy edges, with a polished finish.

11 filesMITInspect →
Recorded render of 2D flame with rising turbulence

godot shaders

2D flame with rising turbulence

Draw a flickering flame in a rectangle: distorted fractal noise rising over time, shaped by a tapering mask, coloured through a four-step heat ramp with transparency outside the flame.

11 filesMITInspect →
Recorded render of 2D laser beam with core, glow and sparks

godot shaders

2D laser beam with core, glow and sparks

Draw a horizontal laser across a rectangle: a hot core and coloured glow with noisy width, pulses travelling along it, a flare at the emitter end and sparkling impact at the far end.

11 filesMITInspect →
Recorded render of Active camouflage cloak with a reveal sweep

godot shaders

Active camouflage cloak with a reveal sweep

Turn a mesh invisible like active camouflage: the cloaked part shows the refracted, shimmering scene behind it, a noisy sweep along the object's height switches between cloaked and visible, and a glowing seam marks the transition.

11 filesMITInspect →
Recorded render of ASCII text rendering of the screen

godot shaders

ASCII text rendering of the screen

Render the scene as text: the screen is cut into character cells, each cell's brightness picks one of ten 5 x 5 bitmap glyphs from sparse to dense, drawn in the cell colour or a single terminal colour.

11 filesMITInspect →
Recorded render of Billboard modes: spherical or upright cylindrical

godot shaders

Billboard modes: spherical or upright cylindrical

Vertex billboarding for cards with two modes: spherical (faces the camera fully, for glows and particles) or cylindrical (turns only around the world Y axis, for trees and characters that must stay upright), keeping node position and scale.

11 filesMITInspect →
Recorded render of Blueprint x-ray with dashed hidden lines

godot shaders

Blueprint x-ray with dashed hidden lines

Show a mesh as a see-through blueprint drawing: solid white contour lines on front faces, dashed lines for contours on hidden back faces, a faint object-space graph paper grid and a translucent blue fill.

11 filesMITInspect →
Recorded render of Box-projected decal from the depth buffer

godot shaders

Box-projected decal from the depth buffer

Project a decal onto whatever geometry lies inside a box: the box's pixels rebuild the scene position from depth, move it into the box's local space, discard outside the box, fade on steep surfaces, and draw a procedural emblem or an assigned image.

11 filesMITInspect →
Recorded render of Colour vision deficiency simulation

godot shaders

Colour vision deficiency simulation

Simulate protanopia, deuteranopia, tritanopia or achromatopsia on the whole screen with a severity mix, to check that a game's colours stay distinguishable for colour-blind players.

11 filesMITInspect →
Recorded render of Curved world bend by camera distance

godot shaders

Curved world bend by camera distance

Bend everything that uses the material downward with the square of its horizontal distance from the camera, so the world curves away like a small planet or a rolling log, with a checker pattern to show the bend.

11 filesMITInspect →
Recorded render of Cutaway along a world plane with solid caps

godot shaders

Cutaway along a world plane with solid caps

Slice meshes open along a world-space plane: everything on one side is discarded, the exposed inside shows as a flat cap colour, and a glowing band marks the cut, for cross sections and reveal effects.

11 filesMITInspect →
Recorded render of Day and night sky driven by the sun height

godot shaders

Day and night sky driven by the sun height

Sky shader whose colours follow the first directional light: day, sunset and night gradients blend by the sun's elevation, a sunset band leans toward the sun, a sun disc and halo track the light, and stars fade in after dusk.

11 filesMITInspect →
Recorded render of Demoscene tunnel from polar coordinates

godot shaders

Demoscene tunnel from polar coordinates

Fly down an endless tunnel: screen positions become an angle and an inverse distance, which index a procedural checker or stripe wall pattern that scrolls toward the viewer and darkens with depth.

11 filesMITInspect →
Recorded render of Dithered distance fade for camera occluders

godot shaders

Dithered distance fade for camera occluders

Fade an opaque mesh without transparency sorting: pixels are discarded against a 4 x 4 Bayer threshold pattern as the object comes close to the camera or as a fade uniform drops, so walls and props in front of the camera become see-through.

11 filesMITInspect →
Recorded render of Drifting 2D clouds with self-shading

godot shaders

Drifting 2D clouds with self-shading

Draw a sky with drifting clouds from fractional Brownian motion: a coverage threshold shapes the clouds, a second lookup toward the sun shades their undersides, and the sky behind follows a vertical gradient.

11 filesMITInspect →
Recorded render of Drifting snowfall overlay

godot shaders

Drifting snowfall overlay

Overlay falling snow: flakes in three depth layers fall at different speeds, sway sideways on sine paths, vary in size and soften with distance, drawn on a transparent rectangle over the scene.

11 filesMITInspect →
Recorded render of Emissive Fresnel rim glow with pulse

godot shaders

Emissive Fresnel rim glow with pulse

Make the silhouette of a mesh glow with an emissive rim whose width follows a Fresnel power curve, independent of scene lights, with an optional slow pulse. Use for pickups, energy objects and highlighted interactables.

11 filesMITInspect →
Recorded render of Fake volumetric light cone with dust

godot shaders

Fake volumetric light cone with dust

Additive spotlight beam on an open cone mesh: soft edges from the facing ratio, brightness falling off along the beam, drifting dust specks, and a soft fade where the cone meets geometry using the depth buffer.

11 filesMITInspect →
Recorded render of Flowing lava from domain-warped noise

godot shaders

Flowing lava from domain-warped noise

Procedural lava with a dark cooled crust floating on glowing molten rock, built from twice domain-warped fractal noise that slowly flows, with emission only on the hot parts.

11 filesMITInspect →
Recorded render of Force field with glowing contact lines

godot shaders

Force field with glowing contact lines

Additive energy shield that brightens at its silhouette, carries moving bands, and glows where it cuts through other geometry, found by comparing its depth with the scene depth buffer.

11 filesMITInspect →
Recorded render of Full-screen ink edges from depth and colour

godot shaders

Full-screen ink edges from depth and colour

Draw ink lines over a 3D scene where depth or colour changes sharply: a Laplacian of inverse depth finds silhouettes and creases, a Sobel filter on luminance finds colour borders. Optional paper tint for a drawn look.

11 filesMITInspect →
Recorded render of Full-screen world scan pulse from depth

godot shaders

Full-screen world scan pulse from depth

Full-screen scanner effect: world positions are rebuilt from the depth buffer and bright rings expand from a world point across every surface, with a fading trail, a world grid inside the trail and edge highlights.

11 filesMITInspect →
Recorded render of Gerstner wave ocean surface

godot shaders

Gerstner wave ocean surface

Displace a subdivided plane with three summed Gerstner waves computed in world space, with analytic normals, sharp crests, crest foam colour and a view-dependent deep to shallow tint.

11 filesMITInspect →
Recorded render of Gooch cool to warm technical shading

godot shaders

Gooch cool to warm technical shading

Shade a mesh from a cool tone facing away from the light to a warm tone facing it, with a white Blinn highlight and darkened silhouettes, for technical illustration that keeps shape readable in shadow.

11 filesMITInspect →
Recorded render of Gradient map recolouring

godot shaders

Gradient map recolouring

Recolour the scene by mapping its luminance through a gradient texture (duotone, tritone or any ramp), with contrast and offset controls and a mix with the original colours.

11 filesMITInspect →
Recorded render of Grass blades swaying in travelling wind gusts

godot shaders

Grass blades swaying in travelling wind gusts

Vertex wind for grass and plant cards: blades bend more toward the tip, gusts travel across the field as moving noise in world space, each blade gets its own phase, and the blade is cut to a tapered shape with a root to tip gradient.

11 filesMITInspect →
Recorded render of Hair with Kajiya-Kay shifted highlights

godot shaders

Hair with Kajiya-Kay shifted highlights

Hair shading for meshes and cards with strands along UV v: two Kajiya-Kay specular lobes shifted along the strand, a white primary and a tinted secondary, broken up per strand by noise, over a root to tip colour.

11 filesMITInspect →
Recorded render of Heat haze distortion card

godot shaders

Heat haze distortion card

Place a card over a hot area to shimmer the scene behind it: scrolling noise offsets the screen texture, rising faster toward the top, faded at the card edges and by distance.

11 filesMITInspect →
Recorded render of Hexagon shield with travelling pulses

godot shaders

Hexagon shield with travelling pulses

Energy shield made of hexagonal cells: glowing cell borders, cells that light up as a pulse wave climbs the object, random flickering cells and a Fresnel rim, drawn additively.

11 filesMITInspect →
Recorded render of Hit flash, blink and silhouette modes

godot shaders

Hit flash, blink and silhouette modes

Flash a sprite toward a colour when it takes damage: mix, additive or full silhouette modes, an amount to animate from a script, and an optional automatic blink for invulnerability frames.

11 filesMITInspect →
Recorded render of Holographic trading card foil

godot shaders

Holographic trading card foil

Stylized holographic foil for cards and stickers: rainbow bands that slide with the viewing angle, a grid of diffraction tiles each with its own grating direction, and sparkle points, over a printed base colour.

11 filesMITInspect →
Recorded render of Hue, saturation, value and sepia adjustment

godot shaders

Hue, saturation, value and sepia adjustment

Adjust a sprite's colours in HSV space (hue rotation, saturation, value), then optionally fade it toward greyscale or sepia, with contrast control, for variants, status effects and old-photo looks.

11 filesMITInspect →
Recorded render of Ice with surface and inner Voronoi cracks

godot shaders

Ice with surface and inner Voronoi cracks

Ice material with white Voronoi crack lines on the surface and a second crack layer that appears below the surface through tangent-space parallax, plus a cold frost rim and glossy highlights.

11 filesMITInspect →
Recorded render of Inner outline along a sprite's edge

godot shaders

Inner outline along a sprite's edge

Draw a border of a chosen width inside the opaque shape of a sprite, following its silhouette, with optional pulsing and an option to hide the interior so only the inner line remains.

11 filesMITInspect →
Recorded render of Interior mapping of fake rooms behind windows

godot shaders

Interior mapping of fake rooms behind windows

Fill a flat building facade with rooms that have depth: each window cell ray-casts into a virtual box room and shades its back wall, side walls, floor and ceiling procedurally, with per-room colours and lights.

11 filesMITInspect →
Recorded render of Inverted hull outline pass

godot shaders

Inverted hull outline pass

Draw a solid ink outline around a mesh by rendering its back faces pushed out along the normals, as a next pass on any existing material, with optional distance scaling so the line keeps a similar width on screen.

11 filesMITInspect →
Recorded render of Jelly wobble with squash and stretch

godot shaders

Jelly wobble with squash and stretch

Make a mesh wobble like jelly: a damped sway that grows with height, a periodic bounce with volume preserving squash and stretch, and a glossy translucent body with a soft inner glow.

11 filesMITInspect →
Recorded render of Kuwahara painterly filter

godot shaders

Kuwahara painterly filter

Turn the rendered scene into a painting: for each pixel, four overlapping square regions are compared and the mean colour of the region with the least variance wins, which flattens areas into strokes while keeping edges.

11 filesMITInspect →
Recorded render of Lava lamp metaballs

godot shaders

Lava lamp metaballs

Soft blobs that merge and split like a lava lamp: several metaballs follow Lissajous paths, their summed inverse-square field is thresholded into shapes, shaded by the field gradient and given a glowing rim.

11 filesMITInspect →
Recorded render of Layered rain streaks overlay

godot shaders

Layered rain streaks overlay

Overlay falling rain on any 2D scene: three layers of slanted streaks at different speeds, lengths and opacities for depth, drawn as a transparent rectangle over the content.

11 filesMITInspect →
Recorded render of Lift, gamma and gain colour grading

godot shaders

Lift, gamma and gain colour grading

Grade the final image like a colour corrector: lift for shadows, gamma for midtones, gain for highlights as colours, plus contrast, saturation, vibrance, white balance temperature and tint.

11 filesMITInspect →
Recorded render of Lighting through an artist colour ramp

godot shaders

Lighting through an artist colour ramp

Map the light term through a gradient texture so an artist controls the whole shading curve and its colours: warm lights, coloured shadows, sharp or soft transitions, plus a ramp-driven specular and rim.

11 filesMITInspect →
Recorded render of Lit smoke puff on a camera-facing card

godot shaders

Lit smoke puff on a camera-facing card

Soft smoke puff on a camera-facing quad that the scene lights shade like a sphere: a fake spherical normal plus noise detail, churning fractal noise for the shape, and soft alpha falloff.

11 filesMITInspect →
Recorded render of Low-poly flat shading with per-facet colour

godot shaders

Low-poly flat shading with per-facet colour

Give any mesh a faceted low-poly look: per-pixel face normals from screen derivatives, per-facet colour variation from a hash of the face normal, a height gradient, and optional vertex jitter to break up regular primitives.

11 filesMITInspect →
Recorded render of Marching ants selection outline

godot shaders

Marching ants selection outline

Mark a selected sprite with the classic animated dashed outline: alternating dark and light dashes move along the edge of the sprite's alpha shape, drawn inside or outside the edge.

11 filesMITInspect →
Recorded render of Morphing signed distance shapes

godot shaders

Morphing signed distance shapes

Draw resolution-independent shapes from 2D signed distance functions (circle, rounded box, star, heart) and morph between them over time, with fill, outline, glow and optional distance contour lines.

11 filesMITInspect →
Recorded render of Night vision goggles

godot shaders

Night vision goggles

Green phosphor night vision: amplified luminance with a glow, animated sensor noise, faint scanlines, a binocular or single circular mask and a dark vignette.

11 filesMITInspect →
Recorded render of Noise dissolve with a burning edge

godot shaders

Noise dissolve with a burning edge

Dissolve a mesh by discarding fragments where 3D object-space noise falls below a threshold, with a glowing ember edge and a charred band behind it. Drive the threshold from a script or let it loop.

11 filesMITInspect →
Recorded render of Palette swap by colour keys

godot shaders

Palette swap by colour keys

Recolour sprites at run time: up to three source colours are matched within a tolerance and replaced by target colours, optionally keeping the original shading, for team colours, skins and enemy variants.

11 filesMITInspect →
Recorded render of Parallax fog bands

godot shaders

Parallax fog bands

Drifting layered fog for 2D scenes: several fBm bands at different heights, speeds and opacities, denser toward the ground, drawn as a transparent overlay.

11 filesMITInspect →
Recorded render of Parallax occlusion mapped procedural bricks

godot shaders

Parallax occlusion mapped procedural bricks

Brick wall with real-looking depth on a flat surface: the view ray is marched through a procedural brick heightfield in tangent space, so mortar lines sink, bricks occlude each other at angles, and the normal comes from the same height.

11 filesMITInspect →
Recorded render of Parallax starfield with twinkling layers

godot shaders

Parallax starfield with twinkling layers

Fill a rectangle with a scrolling starfield: three layers of hashed stars at different densities, sizes and speeds for parallax, colour temperature per star, twinkle, and a scroll direction.

11 filesMITInspect →
Recorded render of Pearlescent sheen with orient colours

godot shaders

Pearlescent sheen with orient colours

Pearl-like surface: a soft white body whose sheen drifts through pink, green and gold tints with the viewing angle, a broad satin highlight, a faint inner glow and a cool rim, for pearls, shells and lacquered toys.

11 filesMITInspect →
Recorded render of Pen hatching driven by lighting

godot shaders

Pen hatching driven by lighting

Pen-and-ink shading from scene lights: brighter areas stay paper, darker areas get one, two, three and four layers of hatching lines at different angles, aligned to the surface UVs so the strokes stick to the object.

11 filesMITInspect →
Recorded render of Per-instance variation for MultiMesh crowds

godot shaders

Per-instance variation for MultiMesh crowds

Give thousands of MultiMesh instances individual looks and motion from INSTANCE_ID alone: hue and brightness variation, random height scale, and a bobbing wave with its own phase per instance.

11 filesMITInspect →
Recorded render of Pixel-exact sprite outline

godot shaders

Pixel-exact sprite outline

Draw an outline of a chosen width in texels around the opaque shape of a 2D sprite, with square or rounded corners, for selection highlights, pickups and pixel art.

11 filesMITInspect →
Recorded render of Planet atmosphere shell with analytic path length

godot shaders

Planet atmosphere shell with analytic path length

Atmosphere glow for planets: on a shell sphere around the planet, the length of each view ray through the atmosphere is computed analytically, turned into scattering with an exponential, and lit only on the sun side.

11 filesMITInspect →
Recorded render of Posterize in perceptual steps

godot shaders

Posterize in perceptual steps

Reduce the image to a few flat tone levels per channel or on luminance only, quantizing after a gamma curve so steps are evenly spaced to the eye, with a hard or slightly softened step edge.

11 filesMITInspect →
Recorded render of Procedural 2D grass field with wind

godot shaders

Procedural 2D grass field with wind

Fill a rectangle with layers of grass blades drawn procedurally: each blade has its own height, width, lean and colour, bends with travelling wind, and back layers are darker for depth.

11 filesMITInspect →
Recorded render of Procedural lightning bolt with branches

godot shaders

Procedural lightning bolt with branches

Draw a lightning strike: a jagged main bolt from top to bottom built from layered noise displacement, a branch splitting off, a wide glow, and a new random shape at every strike with flicker between strikes.

11 filesMITInspect →
Recorded render of Procedural marble with turbulent veins

godot shaders

Procedural marble with turbulent veins

Polished marble in object space: veins from a sine of position bent by fractal turbulence, a second finer vein network, cloudy body variation and glossy finish, for floors, statues and counters without textures.

11 filesMITInspect →
Recorded render of Procedural wood with growth rings and grain

godot shaders

Procedural wood with growth rings and grain

Solid wood from object-space 3D math: growth rings around a trunk axis with noisy distortion, sharp latewood bands, fine grain streaks along the axis and per-ring colour variation, so cut ends and long sides both read correctly.

11 filesMITInspect →
Recorded render of Projected ground shadow for 2D sprites

godot shaders

Projected ground shadow for 2D sprites

Turn a copy of a sprite into its cast shadow on the ground: the vertex stage flattens and skews it from the sprite's base toward a light direction, and the fragment stage fills it with a shadow colour that fades with distance from the feet.

11 filesMITInspect →
Recorded render of Radial chromatic aberration

godot shaders

Radial chromatic aberration

Split the red, green and blue channels radially so colour fringes grow toward the screen edges like a cheap lens, with several samples per channel to smear the fringe instead of doubling it.

11 filesMITInspect →
Recorded render of Radial lens distortion with auto fit

godot shaders

Radial lens distortion with auto fit

Bend the image like a real lens with the Brown-Conrady radial model: barrel or pincushion distortion from two coefficients, an automatic zoom that hides empty corners, and an optional dark rim.

11 filesMITInspect →
Recorded render of Radial zoom blur toward a point

godot shaders

Radial zoom blur toward a point

Streak the image toward or away from a screen point like a fast zoom or a speed burst, with no blur at the centre, adjustable strength, sample count and an optional brightness boost of the streaks.

11 filesMITInspect →
Recorded render of Rain on a window with running drops

godot shaders

Rain on a window with running drops

Window pane covered in rain: static droplets of random size scattered in cells, drops that run down with trails, each drop refracting a sharp upside-down view while the glass between them shows a blurred, misted scene.

11 filesMITInspect →
Recorded render of Screen-space ambient occlusion from depth only

godot shaders

Screen-space ambient occlusion from depth only

Darken creases and contacts with ambient occlusion estimated in one pass from the depth buffer: normals from position derivatives, a disc of samples scaled by distance, and a range check against far geometry.

11 filesMITInspect →
Recorded render of Screen-space glass refraction with dispersion

godot shaders

Screen-space glass refraction with dispersion

Transparent glass that bends the scene behind it by offsetting the screen texture with the view-space normal, splits the colour channels for dispersion, blurs with mip levels for frosted glass, and adds a Fresnel rim and tint.

11 filesMITInspect →
Recorded render of Screen-space light shafts from the sky

godot shaders

Screen-space light shafts from the sky

Crepuscular rays as a post process: sky pixels near the sun become light sources, and each pixel marches toward the sun's screen position accumulating them with decay, so objects cut dark shafts into the glow.

11 filesMITInspect →
Recorded render of Scrolling neon grid floor

godot shaders

Scrolling neon grid floor

Retro synthwave floor: glowing grid lines with a soft halo that scroll toward the camera, colour shifting with distance and fading into a horizon haze.

11 filesMITInspect →
Recorded render of Shield impact ripple from a hit point

godot shaders

Shield impact ripple from a hit point

Show an impact on a spherical shield: a flash at the hit direction and a ring that travels over the sphere along great circles and fades, looping on a timer or driven by a script.

11 filesMITInspect →
Recorded render of Shine sweep across a sprite

godot shaders

Shine sweep across a sprite

Run a bright diagonal shine band across a sprite at intervals, masked by the sprite's alpha, with control of angle, width, softness, speed and the pause between sweeps.

11 filesMITInspect →
Recorded render of Single-pass bloom from screen mip levels

godot shaders

Single-pass bloom from screen mip levels

Add glow around bright areas without extra viewports: a soft threshold keeps only the bright parts, several blurred mip levels of the screen are summed with decreasing weights, and the glow is added back with a tint.

11 filesMITInspect →
Recorded render of Smooth nearest sampling for scaled pixel art

godot shaders

Smooth nearest sampling for scaled pixel art

Keep pixel art crisp but free of shimmering when it is rotated, moved by sub-pixels or scaled by non-integer factors: texel edges are blended over exactly one screen pixel with linear filtering, interiors stay flat.

11 filesMITInspect →
Recorded render of Snow cover on upward-facing surfaces

godot shaders

Snow cover on upward-facing surfaces

Cover the upward-facing parts of any mesh with snow: world-space normal direction decides coverage, noise breaks the border, a small vertex lift thickens it, and glints sparkle at the viewing angle.

11 filesMITInspect →
Recorded render of Soft outer glow around a sprite

godot shaders

Soft outer glow around a sprite

Surround a sprite's shape with a soft coloured glow: alpha is gathered in rings around each texel, giving a smooth halo that can pulse, drawn under the sprite.

11 filesMITInspect →
Recorded render of Soft particle card with depth fade

godot shaders

Soft particle card with depth fade

Transparent card material for smoke, dust and glow sprites that removes the hard line where the card cuts into geometry: alpha fades by the distance to the scene depth behind it, and near the camera.

11 filesMITInspect →
Recorded render of Squash and stretch bounce for sprites

godot shaders

Squash and stretch bounce for sprites

Animate a sprite with volume-preserving squash and stretch around a pivot at its base: a looping bounce curve with adjustable amount, speed and pivot, or a fixed amount set from a script.

11 filesMITInspect →
Recorded render of Stained glass window from Voronoi cells

godot shaders

Stained glass window from Voronoi cells

Backlit stained glass: Voronoi cells filled with colours from a palette and slight glass mottling, separated by dark lead came lines, glowing as if lit from behind and slightly translucent.

11 filesMITInspect →
Recorded render of Swirling portal disc

godot shaders

Swirling portal disc

Unlit portal surface: spiral arms twist toward the centre in polar coordinates, a bright rim ring and a dark core frame it, noise sparkles drift inward, and everything outside the disc is transparent.

11 filesMITInspect →
Recorded render of Thin-film interference iridescence

godot shaders

Thin-film interference iridescence

Iridescent colours of soap bubbles and oil films from a two-beam thin-film interference estimate per colour channel, with film thickness swirled by noise so the colours drift.

11 filesMITInspect →
Recorded render of Tilt-shift miniature effect

godot shaders

Tilt-shift miniature effect

Make a scene look like a miniature model: a horizontal band stays sharp while blur grows above and below it, with boosted saturation and contrast as in tilt-shift photographs.

11 filesMITInspect →
Recorded render of Toon shading in bands with a rim light

godot shaders

Toon shading in bands with a rim light

Cel-shade a lit mesh in a chosen number of flat light bands with tinted shadows and add a view-dependent rim that is stronger on the lit side. Use for stylized characters, props and toy-like scenes.

11 filesMITInspect →
Recorded render of Toon water with depth bands and contact foam

godot shaders

Toon water with depth bands and contact foam

Flat-shaded stylized water: colour steps from shallow to deep by the water depth read from the depth buffer, a foam band with a noisy edge around anything that touches the surface, and drifting ripple lines.

11 filesMITInspect →
Recorded render of Underwater camera view

godot shaders

Underwater camera view

Make the camera look underwater: wavy screen distortion, wavelength-dependent absorption by distance from the depth buffer (red fades first), a blue-green scattering colour, brighter light from above and a vignette.

11 filesMITInspect →
Recorded render of Underwater caustics projected from above

godot shaders

Underwater caustics projected from above

Animated caustic light network on any surface that faces up: two drifting Voronoi layers combine into bright web lines that brighten the albedo, with depth falloff and a blue-green tint.

11 filesMITInspect →
Recorded render of Unsharp mask sharpening

godot shaders

Unsharp mask sharpening

Sharpen the rendered image with an unsharp mask: the difference between each pixel and a small blur of its neighbourhood is added back, with a threshold that leaves noise and flat areas alone and a luminance-only option.

11 filesMITInspect →
Recorded render of Velvet lighting with grazing sheen

godot shaders

Velvet lighting with grazing sheen

Velvet and plush fabric with a custom light function: a dark, soft diffuse core and a bright sheen that appears where the surface turns away from the viewer and catches the light, plus back-scatter toward the light.

11 filesMITInspect →
Recorded render of Waving flag with a pinned edge

godot shaders

Waving flag with a pinned edge

Animate a flag on a subdivided quad: travelling waves grow away from the pole edge, a droop adds weight, analytic derivatives rebuild the normals, and the face shows procedural stripes and a disc or an assigned texture.

11 filesMITInspect →
Recorded render of Wind sway for 2D plants and banners

godot shaders

Wind sway for 2D plants and banners

Sway 2D foliage in the wind by shearing the sprite's top while its base stays planted, with a gust wave that travels across the scene and a phase taken from each node's position so neighbours move out of step.

11 filesMITInspect →
Recorded render of World-space prototyping grid

godot shaders

World-space prototyping grid

Anti-aliased world-space grid for level blockouts: minor and major lines of constant pixel width, X and Z axis lines in colour, projection picked from the dominant normal axis so floors and walls both get squares, and distance fade.

11 filesMITInspect →
Recorded render of X-ray silhouette where an object is hidden

godot shaders

X-ray silhouette where an object is hidden

Keep a character or item visible through walls: the visible part renders as a lit surface, the part hidden behind other geometry renders as a coloured see-through silhouette with a rim, decided per pixel against the depth buffer.

11 filesMITInspect →
Recorded render of Halftone print screens: CMYK, comic dots, newsprint, duotone

procedural textures

Halftone print screens: CMYK, comic dots, newsprint, duotone

Generate tileable maps of printed halftone: a procedural design separated into inks and screened as round dots on rotated whole-number lattices at classic angles, with misregistration, dot gain and fibrous aged paper. Use for comic and pop-art surfaces, posters, newspapers, packaging and print-themed backgrounds.

12 filesMITInspect →
Recorded render of CRT phosphor mask: aperture grille, delta dots and slots

procedural textures

CRT phosphor mask: aperture grille, delta dots and slots

Generate tileable maps of a CRT screen's phosphor layer: aperture-grille stripes with damper wires, a delta shadow mask of RGB dots or a staggered slot mask, with scanlines and an optional picture, as glowing emissive subpixels. Use for retro monitors, arcade cabinets, terminals and screen overlays.

12 filesMITInspect →
Recorded render of Starfield with nebula gas and dust lanes

procedural textures

Starfield with nebula gas and dust lanes

Generate tileable maps of a star field: blackbody-coloured stars with halos and diffraction spikes over glowing nebula gas and dark dust lanes, with an emissive map holding the light. Use for space backdrops, sci-fi skies, starship windows and planetarium props.

12 filesMITInspect →
Recorded render of Cloud layer: cumulus, stratus, cirrus and mackerel sky

procedural textures

Cloud layer: cumulus, stratus, cirrus and mackerel sky

Generate tileable maps of a cloud layer with alpha: billowing cumulus, an overcast stratus sheet, cirrus streaks, a mackerel sky of puffs in rows or a dark storm, each a distinct density field lit from a sun direction. Use for sky planes and domes, flight and strategy game skies, and backdrops.

12 filesMITInspect →
Recorded render of Ashlar masonry in coursed or broken bond

procedural textures

Ashlar masonry in coursed or broken bond

Generate tileable PBR maps of dressed stone ashlar: coursed rows of varying height or broken ashlar with blocks one or two rows high, thin joints, and faces rubbed smooth, rock-faced inside a drafted margin or bush-hammered, in limestone, granite or sandstone. Use for walls, plinths, facades and castles.

12 filesMITInspect →
Recorded render of Bamboo poles and split slats

procedural textures

Bamboo poles and split slats

Generate tileable PBR maps of bamboo: culms side by side with nodes at uneven heights, node ridges, sheath scars and waxy bands, fibre streaks and spotted mottles, or split slats as in a blind or mat. Use for fences, screens, furniture, wall cladding, rafts and tropical scenes.

12 filesMITInspect →
Recorded render of Basket weave brick and concrete pavers

procedural textures

Basket weave brick and concrete pavers

Generate tileable PBR maps of pavers laid in basket weave: two, three or four pavers per square turning in a checkerboard, with sand joints, worn rounded edges, fired flashing, settling and optional moss. Use for patios, garden paths, courtyards and sidewalks.

12 filesMITInspect →
Recorded render of Birch bark

procedural textures

Birch bark

Generate tileable PBR maps of birch bark: chalk-white papery bark with horizontal lenticels, chevron branch scars, dark fissured patches and peeling strips. Use on birch trunks and logs.

12 filesMITInspect →
Recorded render of Breeze block screen wall with see-through openings

procedural textures

Breeze block screen wall with see-through openings

Generate tileable PBR maps with alpha of a breeze block screen wall: stacked concrete or clay blocks with mortar joints and cut-out openings (circles, quatrefoils, diamonds, flowers or a grille), darkened inner walls and weathering. Use for mid-century facades, garden screens and balconies.

12 filesMITInspect →
Recorded render of Brick wall courses in four bonds

procedural textures

Brick wall courses in four bonds

Generate tileable PBR maps of a brick wall in running, Flemish, English or stack bond, with recessed mortar, rounded and chipped edges and per-brick colour. Use for building walls, chimneys and garden walls.

12 filesMITInspect →
Recorded render of Brushed metal in five alloys

procedural textures

Brushed metal in five alloys

Generate tileable PBR maps of brushed metal: fine directional micro-grooves at two scales, a few deeper scratches and faint smudges, on stainless steel, aluminium, brass, copper or titanium. Use for appliances, panels, trims, watches and props.

12 filesMITInspect →
Recorded render of Carbon fibre weave and forged carbon

procedural textures

Carbon fibre weave and forged carbon

Generate tileable PBR maps of carbon fibre composite: 2x2 twill or plain weave tows with fibre lines and direction-dependent sheen, forged carbon from chopped-fibre patches, or an aramid hybrid weave, under gloss or matte finish. Use for car parts, helmets, bicycles, cases and props.

12 filesMITInspect →
Recorded render of Carpet pile seen from above

procedural textures

Carpet pile seen from above

Generate tileable PBR maps of carpet: cut-pile tuft tips with twisted plies, loop pile in rows, flecked berber loops or long shag strands, with pile shading. Use for floors, rugs, stair runners, car interiors and office carpet in interiors and archviz.

12 filesMITInspect →
Recorded render of Cast concrete with formwork marks

procedural textures

Cast concrete with formwork marks

Generate tileable PBR maps of cast concrete: cement mottling, bug holes, smooth, board-formed or panel formwork marks with tie holes, water stains, exposed aggregate and polished floors. Use for walls, floors and brutalist architecture.

12 filesMITInspect →
Recorded render of Chain mail in the European 4-in-1 weave

procedural textures

Chain mail in the European 4-in-1 weave

Generate tileable PBR maps of chain mail in the European 4-in-1 weave with alpha gaps: tilted rings in staggered rows, each passing over two neighbours and under two, in bright steel, blackened steel, brass or rusty iron. Use for armour, curtains, fantasy props and costumes.

12 filesMITInspect →
Recorded render of Chain-link fence mesh

procedural textures

Chain-link fence mesh

Generate tileable PBR maps of chain-link fence with alpha openings: two families of diagonal wires alternating over and under at every crossing, round wire profiles, galvanized, green vinyl-coated, black or rusty. Use for fences, cages, construction sites and backgrounds.

12 filesMITInspect →
Recorded render of Clay roof tiles, barrel or pantile

procedural textures

Clay roof tiles, barrel or pantile

Generate tileable PBR maps of a clay tile roof in overlapping courses: barrel tiles (concave pans with half-round covers) or S-shaped pantiles, with stepped noses and dark cavities, per-tile colour, glazed or unglazed finish, lichen, moss and dirt streaks. Use for Mediterranean, mission, rural and East Asian roofs.

12 filesMITInspect →
Recorded render of Cobblestone paving from Voronoi cells

procedural textures

Cobblestone paving from Voronoi cells

Generate tileable PBR maps of cobblestone or sett paving: domed, worn stones from Voronoi cells with soil, sand or moss in the joints. Use for streets, courtyards, castle floors and garden paths.

12 filesMITInspect →
Recorded render of Corduroy wales from pinwale to wide wale

procedural textures

Corduroy wales from pinwale to wide wale

Generate tileable PBR maps of corduroy: rounded cut-pile wales running down the tile, grooves showing the ground weave, pile grain and lustre, crushed worn tops, and thick-and-thin wales. Use for trousers, jackets, upholstery, cushions and soft furnishings.

12 filesMITInspect →
Recorded render of Cork board, tiles and natural cork

procedural textures

Cork board, tiles and natural cork

Generate tileable PBR maps of cork: agglomerated granules with finer fragments, crevices, pores and pin holes, sealed cork floor tiles, dark expanded cork insulation, or natural cork with dark lenticels. Use for notice boards, floors, wall panels, coasters, stoppers and insulation.

12 filesMITInspect →
Recorded render of Corroded metal: rust and verdigris

procedural textures

Corroded metal: rust and verdigris

Generate tileable PBR maps of corroding metal: rust on steel or verdigris on copper, with layered oxide, pits, flaking crust and drip stains, and a metallic map that separates bare metal from oxide. Use for industrial props, ships, pipes and old roofs.

12 filesMITInspect →
Recorded render of Corrugated sheet metal

procedural textures

Corrugated sheet metal

Generate tileable PBR maps of corrugated sheet metal with a sine or box rib profile, galvanized or painted, with screw rows, rust streaks running down from screws and patches, and dirt in the valleys. Use for sheds, barns, fences, shacks and industrial cladding.

12 filesMITInspect →
Recorded render of Cracked asphalt

procedural textures

Cracked asphalt

Generate tileable PBR maps of asphalt paving: aggregate stones in bitumen, wandering and branching cracks, alligator cracking, tar sealant and stains. Use for roads, parking lots and urban ground.

12 filesMITInspect →
Recorded render of Cracked earth and salt flat

procedural textures

Cracked earth and salt flat

Generate tileable PBR maps of dried mud and desert pans: Voronoi plates with open cracks and curled edges, finer secondary cracks, damp patches, or raised salt-crust ridges. Use for deserts, dry lakes and drought scenes.

12 filesMITInspect →
Recorded render of Cracked lake ice with bubbles and skate scratches

procedural textures

Cracked lake ice with bubbles and skate scratches

Generate tileable maps of frozen lake ice: clear black or milky ice with white fracture planes, a polygonal crack network, trapped air bubbles, stacked methane bubbles and skate scratches. Use for frozen lakes, rinks, ice caves and winter ground.

12 filesMITInspect →
Recorded render of Cushion moss

procedural textures

Cushion moss

Generate tileable PBR maps of cushion moss: merged mounds of tiny shoots with dark crevices, lighter tips, dry browning and optional spore capsules. Use on rocks, logs, roofs and forest ground.

12 filesMITInspect →
Recorded render of Damascus pattern-welded steel

procedural textures

Damascus pattern-welded steel

Generate tileable PBR maps of etched Damascus (pattern-welded) steel: bright and dark layers in random, ladder, raindrop or chevron patterns, with varying layer thickness, etch relief and grinding lines, and fine layers kept free of moire. Use for knife blades, swords, rings and props.

12 filesMITInspect →
Recorded render of Damask wallpaper with a grown symmetric ornament

procedural textures

Damask wallpaper with a grown symmetric ornament

Generate tileable maps of damask wallpaper or fabric: a mirror-symmetric ornament grown from a seed (stem, palmette, curling scrolls, leaves) in a half-drop repeat, as tone-on-tone satin against matte, gold print, raised flock or a flat print. Use for period interiors, hotels, theatres and upholstery.

12 filesMITInspect →
Recorded render of Diamond tread plate

procedural textures

Diamond tread plate

Generate tileable PBR maps of diamond tread plate (checker plate): elongated raised lugs in alternating diagonals, polished lug tops, dirt in the valleys and paint worn through to bare metal. Use for floors, steps, ramps, truck beds and industrial props.

12 filesMITInspect →
Recorded render of Dry stone wall of stacked irregular slabs

procedural textures

Dry stone wall of stacked irregular slabs

Generate tileable PBR maps of a dry stone wall: irregular, tapered flat stones stacked in rough courses without mortar, deep dark voids, small chinking stones wedged into the joints, lichen patches and moss. Use for field walls, terraces, ruins and rural buildings.

12 filesMITInspect →
Recorded render of Encaustic cement tiles with symmetric inlay motifs

procedural textures

Encaustic cement tiles with symmetric inlay motifs

Generate tileable PBR maps of encaustic cement tiles: inlaid colour motifs with the eightfold symmetry of the square (stars, florals, nested geometry, rosettes in frames) whose edge shapes join across tiles, on matte cement with pores and wear. Use for kitchens, bathrooms and cafe floors.

12 filesMITInspect →
Recorded render of End-grain wood blocks

procedural textures

End-grain wood blocks

Generate tileable PBR maps of end-grain wood blocks, as in a butcher block or end-grain parquet: rings around each block's pith, medullary rays, radial checks and glue lines. Use for cutting boards, workbenches and block floors.

12 filesMITInspect →
Recorded render of Forest floor leaf litter

procedural textures

Forest floor leaf litter

Generate tileable PBR maps of a forest floor: stacked fallen leaves with midribs, veins and curled edges, twigs and dark soil, in autumn, oak, wet or maple colours. Use for woodland ground and paths.

12 filesMITInspect →
Recorded render of Frost ferns growing on window glass

procedural textures

Frost ferns growing on window glass

Generate tileable maps of frost on glass: fern-like ice dendrites that branch at about 60 degrees from well-spaced seeds, with rime haze, in an albedo whose alpha is nearly opaque frost over nearly clear glass. Use as an overlay on windows, windscreens, freezer doors and icy props.

12 filesMITInspect →
Recorded render of Fur pelt from strands along a flow field

procedural textures

Fur pelt from strands along a flow field

Generate tileable PBR maps of animal fur: thousands of tapered strands combed along a smooth flow field, gathered into locks, with banded hairs and coat patterns (solid, tabby stripes, spots or rosettes). Use for creature and animal skins, fur trims, rugs, plush toys and stylized characters.

12 filesMITInspect →
Recorded render of Furrowed tree bark

procedural textures

Furrowed tree bark

Generate tileable PBR maps of tree bark with the trunk axis along the tile height: plates and furrows, interlaced ridges or stringy fibres, with cross-checks, lichen and moss. Use on tree trunks, logs and wooden props.

12 filesMITInspect →
Recorded render of Galvanized steel spangle

procedural textures

Galvanized steel spangle

Generate tileable PBR maps of hot-dip galvanized steel: zinc crystals (spangles) that each take their own brightness and roughness, feathered dendrites inside every crystal, and optional dull white zinc corrosion. Use for ducts, railings, buckets, roofing and industrial props.

12 filesMITInspect →
Recorded render of Grass from above

procedural textures

Grass from above

Generate tileable PBR maps of grass seen from above: thousands of tapered blades layered with a z-buffer over soil, from mown lawn to meadow with flowers or dry summer grass. Use for ground planes and top-down games.

12 filesMITInspect →
Recorded render of Hand-hammered metal

procedural textures

Hand-hammered metal

Generate tileable PBR maps of hand-hammered metal: overlapping dimples from Voronoi hammer blows meeting in polished ridges, optional fine planishing marks and patina in the dimples, in copper, pewter, brass or silver. Use for cookware, sinks, lamps, jewellery and decorative panels.

12 filesMITInspect →
Recorded render of Herringbone and chevron parquet floor

procedural textures

Herringbone and chevron parquet floor

Generate tileable PBR maps of wood parquet in herringbone, double or triple herringbone and chevron, with exact periodic layouts, grain along each plank, bevelled joints, lacquer or oil finish and wear. Use for floors of rooms, halls and furniture panels.

12 filesMITInspect →
Recorded render of Hexagonal ceramic tiles with lattice colour patterns

procedural textures

Hexagonal ceramic tiles with lattice colour patterns

Generate tileable PBR maps of hexagonal ceramic tiles on a periodic hex lattice, with grout, rounded and pillowed glaze, chipped edges and a colour rule (random accents, scattered flowers, alternating rows or clustered blends). Use for bathroom and kitchen walls, floors and terracotta paving.

12 filesMITInspect →
Recorded render of Honeycomb with capped and honey-filled cells

procedural textures

Honeycomb with capped and honey-filled cells

Generate tileable PBR maps of honeycomb: hexagonal wax cells with rounded walls, empty tubes, glossy honey that climbs the walls and domed wax caps in patches, from new white comb to dark brood comb. Use for beehives, honey props, food scenes, nature close-ups and sci-fi hex surfaces.

12 filesMITInspect →
Recorded render of Human skin pores and micro-relief

procedural textures

Human skin pores and micro-relief

Generate tileable PBR detail maps of human skin: pores of varied size, the polygonal furrow network stretched along tension lines, aged creases, melanin and redness variation, freckles and oily or dry roughness, in several skin tones. Use as tiling detail on characters, faces, hands and creature skin.

12 filesMITInspect →
Recorded render of Interlocking concrete pavers: zigzag, dogbone, wavy

procedural textures

Interlocking concrete pavers: zigzag, dogbone, wavy

Generate tileable PBR maps of interlocking concrete pavers in stretcher bond whose curved sides mate exactly: zigzag, dogbone (I shape) or wavy, with chamfers, sand joints, exposed aggregate, tumbled edges and per-paver colour blends. Use for driveways, plazas, sidewalks and parking areas.

12 filesMITInspect →
Recorded render of Iridescent oil slick from thin-film interference

procedural textures

Iridescent oil slick from thin-film interference

Generate tileable maps of thin-film interference colours: oil on puddles in asphalt, a spill on harbour water, a soap film or heat tint on steel, with colours computed from film thickness, refractive indices and colour-matching functions. Use for wet streets, polluted water, bubbles and welded metal.

12 filesMITInspect →
Recorded render of Keeled snake scales with body patterns

procedural textures

Keeled snake scales with body patterns

Generate tileable PBR maps of snake skin: overlapping keeled scales on a rhombic lattice with python blotches, coral bands, dorsal diamonds or a plain speckled skin, coloured scale by scale. Use for snakes, lizards, dragons, reptile-leather goods and creature props.

12 filesMITInspect →
Recorded render of Knitted fabric in five stitch patterns

procedural textures

Knitted fabric in five stitch patterns

Generate tileable PBR maps of knitted fabric: stockinette Vs, purl bumps, garter ridges, k2p2 rib or seed stitch, with twisted plies, fuzz and optional stripes or a stranded two-colour motif. Use for jumpers, scarves, hats, blankets and cosy props.

12 filesMITInspect →
Recorded render of Lava crust with glowing cracks

procedural textures

Lava crust with glowing cracks

Generate tileable PBR maps of a lava flow: dark cooling crust plates with ropy wrinkles over molten cracks, with an emissive map whose colour follows a heat ramp. Use for volcanic ground, forges and fantasy hazards.

12 filesMITInspect →
Recorded render of Layered sandstone

procedural textures

Layered sandstone

Generate tileable PBR maps of layered sandstone: wavy strata of uneven thickness, cross-bedding, differential erosion and optional honeycomb weathering. Use for cliffs, canyon walls, building stone and desert rock.

12 filesMITInspect →
Recorded render of Leaded stained glass in three layouts

procedural textures

Leaded stained glass in three layouts

Generate tileable maps of leaded stained glass: irregular cathedral pieces, diamond quarries or circles in squares, each pane a hashed glass colour with streaks and seed bubbles in raised lead came, with an emissive map of the light through it. Use for church, Victorian and fantasy windows and lamps.

12 filesMITInspect →
Recorded render of Ocean wave normals from a directional wave spectrum

procedural textures

Ocean wave normals from a directional wave spectrum

Generate tileable maps of a water surface: a sum of directional sine waves with whole-number wave vectors drawn from a wind-sea spectrum, Gerstner-style crest sharpening and whitecap foam where crests compress. The normal map is the main output for water shaders; calm swell to storm presets.

12 filesMITInspect →
Recorded render of Octagon and dot floor tiles

procedural textures

Octagon and dot floor tiles

Generate tileable PBR maps of the octagon and dot pattern: octagons on a square grid with small square dots at their corners, grout, bevels, glazed, terracotta or marble finishes with veins that break at the joints, and wear. Use for bathroom, kitchen and hallway floors and Victorian or classic interiors.

12 filesMITInspect →
Recorded render of Open wicker weave of reeds over stakes

procedural textures

Open wicker weave of reeds over stakes

Generate tileable PBR maps of wicker: round weavers passing over and under round stakes in randing, double randing or over-two weaves, with open gaps in the albedo alpha, fibre streaks, rattan nodes and worn paint. Use for baskets, wicker chairs, hampers, screens and garden furniture.

12 filesMITInspect →
Recorded render of Opus vermiculatum tesserae mosaic

procedural textures

Opus vermiculatum tesserae mosaic

Generate tileable PBR maps of opus vermiculatum mosaic: rows of small tesserae that ring round motifs, outline them and fill the background, meeting along irregular seams, in stone, terracotta or glass smalti with metallic gold. Use for Roman and Byzantine floors, walls, pools and panels.

12 filesMITInspect →
Recorded render of Overlapping fish scales with growth rings

procedural textures

Overlapping fish scales with growth rings

Generate tileable PBR maps of fish skin: round overlapping scales showing their rear crescents, with growth rings, radial grooves, pigmented edges, a silver colour sheen and koi patches or trout spots. Use for fish, mermaid tails, sea creatures, fantasy armour and aquarium props.

12 filesMITInspect →
Recorded render of Painted metal with chips and scratches

procedural textures

Painted metal with chips and scratches

Generate tileable PBR maps of painted steel worn through in layers: top coat, primer and bare metal at stepped chip edges, scratches cut to the metal, rust and grime, with a metallic map for the exposed steel. Use for machinery, vehicles, containers and railings.

12 filesMITInspect →
Recorded render of Pebbled and suede leather

procedural textures

Pebbled and suede leather

Generate tileable PBR maps of leather: rounded pebble grain with a crease network, fine creases, pores, fold wrinkles, burnished wear, a cracked old finish or a brushed suede nap. Use for car seats, sofas, bags, saddles, jackets, book covers and armchairs.

12 filesMITInspect →
Recorded render of Penny round mosaic in hexagonal or square packing

procedural textures

Penny round mosaic in hexagonal or square packing

Generate tileable PBR maps of penny round mosaic: small domed round tiles in hexagonal close packing or on a square grid, with grout between, hand-set offsets, glaze rings and a colour rule (weighted blend, scattered accents or drifting clusters). Use for bathroom floors, shower walls and backsplashes.

12 filesMITInspect →
Recorded render of Perforated metal sheet with alpha holes

procedural textures

Perforated metal sheet with alpha holes

Generate tileable PBR maps of perforated sheet metal with alpha cut-outs: staggered or straight round holes, square holes, slots or hexagons on a repeating lattice, with punching burrs, rolled grain and optional paint. Use for grilles, speaker covers, screens, stair treads and facades.

12 filesMITInspect →
Recorded render of Pixel-art cobblestone path with grass joints

procedural textures

Pixel-art cobblestone path with grass joints

Generate a tileable pixel-art cobblestone or sett path at a chosen art resolution: outlined superellipse stones from round cobbles to square setts, shaded from a top-left light, with grass tufts or dirt in the joints and wet glints, plus per-pixel normal, height, roughness and occlusion maps. Use for 2D roads.

12 filesMITInspect →
Recorded render of Pixel-art crystal cave wall with glowing gems

procedural textures

Pixel-art crystal cave wall with glowing gems

Generate a tileable pixel-art cave wall at a chosen art resolution: lumpy rock shaded from a top-left light, clusters of faceted pencil-shaped crystals with lit and dark faces, glints and outlines, and a glow halo on the rock, with an emissive map plus per-pixel normal, height, roughness and occlusion maps.

12 filesMITInspect →
Recorded render of Pixel-art dungeon floor of irregular stone slabs

procedural textures

Pixel-art dungeon floor of irregular stone slabs

Generate a tileable pixel-art flagstone floor at a chosen art resolution: random-ashlar slabs of one or two cells with dark joints, lit and shadow bevels, chipped corners, branching cracks, moss in the joints and glossy puddles, with per-pixel normal, height, roughness and occlusion maps. Use for dungeon floors.

12 filesMITInspect →
Recorded render of Pixel-art grass tile with tufts and flowers

procedural textures

Pixel-art grass tile with tufts and flowers

Generate a tileable pixel-art grass tile at a chosen art resolution (16 to 64 pixels), enlarged with crisp nearest-neighbour pixels: dithered lawn patches, blade tufts, flowers and pebbles, with per-pixel normal, height, roughness and occlusion maps. Use for top-down and side-view 2D games.

12 filesMITInspect →
Recorded render of Pixel-art lava flow with glowing cracks

procedural textures

Pixel-art lava flow with glowing cracks

Generate a tileable pixel-art lava tile at a chosen art resolution: dark crust plates with lit and shadowed edges over glowing cracks with a pale core, or crust islands in a bubbling lava lake, with an emissive map and per-pixel normal, height, roughness and occlusion maps. Use for volcanic 2D game levels.

12 filesMITInspect →
Recorded render of Pixel-art rock with ore nuggets and gems

procedural textures

Pixel-art rock with ore nuggets and gems

Generate a tileable pixel-art rock tile at a chosen art resolution: bevelled stone chunks with one-pixel crevices, evenly spread clusters of gold, iron or copper nuggets or gems with highlights, and cracks, with metallic, normal, height, roughness and occlusion maps. Use for mining walls and cave blocks in 2D games.

12 filesMITInspect →
Recorded render of Pixel-art roof tiles in overlapping courses

procedural textures

Pixel-art roof tiles in overlapping courses

Generate a tileable pixel-art roof at a chosen art resolution: courses laid from the eaves up with square, round fish-scale or pointed tile ends, cast shadows on the course below, lit and shaded edges, tints, wood grain and moss, with per-pixel normal, height, roughness and occlusion maps. Use for 2D houses.

12 filesMITInspect →
Recorded render of Pixel-art sand with dithered dunes and ripples

procedural textures

Pixel-art sand with dithered dunes and ripples

Generate a tileable pixel-art sand tile at a chosen art resolution: broad dune shading turned into stepped Bayer-dithered bands, wavy wind ripple lines with light crests and shadowed troughs, shells and pebbles, with per-pixel normal, height, roughness and occlusion maps. Use for beaches and deserts in 2D games.

12 filesMITInspect →
Recorded render of Pixel-art sci-fi hull panels with glowing lights

procedural textures

Pixel-art sci-fi hull panels with glowing lights

Generate a tileable pixel-art sci-fi plating module at a chosen art resolution: panels split into plates with seams and bevels, each with rivets, vent slits, a grille, a light strip, indicator lamps or hazard stripes, with metallic, emissive, normal, height, roughness and occlusion maps. Use for 2D space stations.

12 filesMITInspect →
Recorded render of Pixel-art sky with puffy outlined clouds

procedural textures

Pixel-art sky with puffy outlined clouds

Generate a pixel-art sky tile that repeats both ways at a chosen art resolution: a flat sky with faint dithered patches, cumulus clouds of round puffs on a flat base, lit from the top left with an optional outline, and stars at night, plus per-pixel normal, height, roughness and occlusion maps. For 2D backgrounds.

12 filesMITInspect →
Recorded render of Pixel-art snow drifts and glossy ice patches

procedural textures

Pixel-art snow drifts and glossy ice patches

Generate a tileable pixel-art snow and ice tile at a chosen art resolution: lumpy drift mounds with lit caps and blue shadows, sparkles, glossy ice patches with diagonal highlight streaks, rims and cracks, and dirt for trodden snow, with per-pixel normal, height, roughness and occlusion maps. Use for 2D winter levels.

12 filesMITInspect →
Recorded render of Pixel-art stone brick wall with bevels and moss

procedural textures

Pixel-art stone brick wall with bevels and moss

Generate a tileable pixel-art brick or stone-block wall at a chosen art resolution: staggered courses, one-pixel mortar, light and shadow bevels on every brick, grain, cracks and moss, with per-pixel normal, height, roughness and occlusion maps. Use for castle, dungeon and town walls in 2D games.

12 filesMITInspect →
Recorded render of Pixel-art tree canopy of shaded leaf clumps

procedural textures

Pixel-art tree canopy of shaded leaf clumps

Generate a tileable pixel-art foliage tile at a chosen art resolution: overlapping scalloped leaf clumps shaded in four tones with dark rims, single leaves or needle strokes, deep gaps, fruit and blossoms, with per-pixel normal, height, roughness and occlusion maps. Use for tree tops, hedges and jungle walls in 2D.

12 filesMITInspect →
Recorded render of Pixel-art water surface with wave glyphs and caustics

procedural textures

Pixel-art water surface with wave glyphs and caustics

Generate a tileable pixel-art water tile at a chosen art resolution: dithered depth shades, evenly spread wave glyphs, sparkles, an optional caustic light network and foam clusters, with per-pixel normal, height, low roughness and occlusion maps. Use for seas, lagoons, swamps and rivers in 2D games.

12 filesMITInspect →
Recorded render of Pixel-art wooden planks with grain, knots and nails

procedural textures

Pixel-art wooden planks with grain, knots and nails

Generate a tileable pixel-art plank floor or wall at a chosen art resolution: staggered boards with dark gaps, highlight and shadow edges, hand-drawn grain lines, knots and nail heads, with per-pixel normal, height, roughness and occlusion maps. Use for floors, decks, crates and cabin walls in 2D games.

12 filesMITInspect →
Recorded render of Plaster and stucco finishes

procedural textures

Plaster and stucco finishes

Generate tileable PBR maps of interior and exterior plaster finishes: knockdown, burnished Venetian trowel and sand float. Use for walls, ceilings and facades.

12 filesMITInspect →
Recorded render of Printed circuit board

procedural textures

Printed circuit board

Generate tileable PBR maps of a printed circuit board: solder mask, raised traces routed with 45-degree turns, vias, chips with pins, silkscreen marks and indicator LEDs in the emissive map, plus a stylized glowing-trace board. Use for electronics props, screens and science fiction surfaces.

12 filesMITInspect →
Recorded render of Quilted and deep-buttoned fabric

procedural textures

Quilted and deep-buttoned fabric

Generate tileable PBR maps of quilted fabric: diamond, square or channel quilting with puffed panels, stitched seams, crinkles and a fine weave, or deep-buttoned tufting. Use for bedspreads, puffer jackets, moving blankets, padded walls, headboards and Chesterfield sofas.

12 filesMITInspect →
Recorded render of Rain on glass: droplets, running trails and mist

procedural textures

Rain on glass: droplets, running trails and mist

Generate tileable maps of rain on a window: droplets in three size classes as merging domes, running drops that leave meandering trails and beads, and condensation mist wiped clear by them, with an alpha overlay and a normal map for refraction. Use for windows, windscreens, visors and wet camera lenses.

12 filesMITInspect →
Recorded render of Riven slate

procedural textures

Riven slate

Generate tileable PBR maps of riven slate: cleft terraces with short steps, fine riving lines, tone changes between sheets and rusty iron spots. Use for roof slates, floor slabs, paving and wall cladding.

12 filesMITInspect →
Recorded render of Riveted metal plates

procedural textures

Riveted metal plates

Generate tileable PBR maps of riveted plating: a grid of lapped plates at slightly different heights, rows of domed or flush rivets along every edge, rust or dirt streaks running down from each rivet, and paint worn on rivet heads and edges. Use for ship hulls, tanks, airframes and steampunk props.

12 filesMITInspect →
Recorded render of Sand ripples and dunes

procedural textures

Sand ripples and dunes

Generate tileable PBR maps of sand with wind or water ripples: asymmetric crests that bend, fork and merge, dark minerals in the troughs, optional dune swells and wet sand. Use for beaches, deserts and riverbeds.

12 filesMITInspect →
Recorded render of Science fiction greeble panels

procedural textures

Science fiction greeble panels

Generate tileable PBR maps of science fiction greeble panelling: recursive rectangle subdivision into panels at different levels, with grille slots, corner bolts, recessed ports and light strips in the emissive map. Use for spaceship interiors, corridors, machinery and mech parts.

12 filesMITInspect →
Recorded render of Science fiction hexagonal hull panels

procedural textures

Science fiction hexagonal hull panels

Generate tileable PBR maps of science fiction hull plating built from hexagonal panels: bevelled rims, inset plates, vents, bolts, panel lights and optionally glowing seams in the emissive map. Use for spaceships, armour, bases and game environments.

12 filesMITInspect →
Recorded render of Sequin and paillette fabric

procedural textures

Sequin and paillette fabric

Generate tileable PBR maps of sequinned fabric: overlapping metallic discs in offset rows, each with its own tilt, a dished face and a centre hole, over the backing mesh, including holographic foil. Use for evening dresses, stage costumes, party props, bags and glam set dressing.

12 filesMITInspect →
Recorded render of Snow surface

procedural textures

Snow surface

Generate tileable PBR maps of snow: soft drifts with sparkling glints, wind-carved sastrugi ridges, or old crusted snow with dirt and melt pits. Use for winter ground, roofs and mountains.

12 filesMITInspect →
Recorded render of Speckled granite

procedural textures

Speckled granite

Generate tileable PBR maps of granite and similar crystalline stone: interlocking feldspar, quartz and dark mineral grains, optional large crystals, from polished to flamed. Use for counters, paving, cladding and monuments.

12 filesMITInspect →
Recorded render of Staggered roof shingles: slate, asphalt or cedar

procedural textures

Staggered roof shingles: slate, asphalt or cedar

Generate tileable PBR maps of roof shingles in staggered overlapping rows: natural slate, asphalt with mineral granules or split cedar shakes, with square, round fish-scale or pointed butts, keyways, cast shadows under each butt, and weathering. Use for house roofs, towers, sheds and shingled walls.

12 filesMITInspect →
Recorded render of Tartan woven from a thread-count sett in 2/2 twill

procedural textures

Tartan woven from a thread-count sett in 2/2 twill

Generate tileable maps of tartan and plaid cloth from a sett: a reflected sequence of colours and thread counts used for warp and weft, woven in 2/2 twill so every crossing shows the warp or weft colour along diagonal lines. Use for kilts, scarves, blankets, flannel shirts and upholstery.

12 filesMITInspect →
Recorded render of Terrazzo

procedural textures

Terrazzo

Generate tileable PBR maps of terrazzo: stone and glass chips of many sizes set in a cement matrix and polished flat. Use for floors, counters, stairs and wall panels.

12 filesMITInspect →
Recorded render of Thatched roof of straw or water reed

procedural textures

Thatched roof of straw or water reed

Generate tileable PBR maps of a thatched roof: overlapping courses of long straw laid down the slope or combed water reed showing its cut butts, with ragged course edges, weathering to grey and moss in the shelter of the courses. Use for cottage roofs, huts, barns and fantasy villages.

12 filesMITInspect →
Recorded render of Truchet tiles: arcs, mazes and split triangles

procedural textures

Truchet tiles: arcs, mazes and split triangles

Generate tileable maps of Truchet tilings: quarter-circle arcs with a consistent two-colour fill, random diagonal mazes or half-square triangles, as raised glaze, printed lines, metal inlay or cement tiles. Use for decorative floors, wall tiles, inlaid furniture, wallpaper and game backgrounds.

12 filesMITInspect →
Recorded render of Veined marble

procedural textures

Veined marble

Generate tileable PBR maps of polished or honed marble with long branching veins, soft clouds and fine secondary veins. Use for floors, counters, wall cladding and sculpture bases.

12 filesMITInspect →
Recorded render of Versailles pattern stone pavers

procedural textures

Versailles pattern stone pavers

Generate tileable PBR maps of stone pavers in the Versailles (French) pattern: four sizes from an exact periodic module with no four-way joints and short straight joints, in tumbled travertine, walnut travertine, honed limestone or multicolour slate. Use for patios, terraces, pool decks and interior stone floors.

12 filesMITInspect →
Recorded render of Water caustics traced onto a pool floor

procedural textures

Water caustics traced onto a pool floor

Generate tileable maps of caustic light focused by a wavy water surface onto a floor: rays refracted through a periodic surface are splatted onto pool tiles, rippled sand, rock or a grey card, and the emissive map holds the light. Use for pools, shallow seas, aquariums and as a projected light cookie.

12 filesMITInspect →
Recorded render of Wood floor planks

procedural textures

Wood floor planks

Generate tileable PBR maps of wood floor or deck boards with staggered joints, growth-ring grain that forms cathedral arches, knots and per-board tone. Use for floors, decks, walls and furniture panels.

12 filesMITInspect →
Recorded render of Woven cloth from a weave draft

procedural textures

Woven cloth from a weave draft

Generate tileable PBR maps of woven fabric from a weave draft: plain, 2/2 and 3/1 twill, 4/1 satin, basket or herringbone, with round threads, twist, fuzz, slubs and gaps. Use for clothing, upholstery, sacks, canvas and banners.

12 filesMITInspect →
Recorded render of Zellige eight-point star and cross tiles

procedural textures

Zellige eight-point star and cross tiles

Generate tileable PBR maps of the eight-point star and cross tessellation in handmade zellige: stars and pointed crosses with grout, steep chipped cut edges, uneven glossy glaze with pinholes and per-piece colour. Use for Moroccan and Andalusian walls, fountains, floors and backsplashes.

12 filesMITInspect →
Recorded render of 2D Delaunay triangulation by Bowyer-Watson

mesh algorithms

2D Delaunay triangulation by Bowyer-Watson

Triangulate 2D points so that no point lies inside any triangle's circumcircle, using Bowyer-Watson insertion with exact fallback predicates. Use it for terrain meshes, interpolation and Voronoi construction.

10 filesMITInspect →
Recorded render of Coil spring along a helix

mesh algorithms

Coil spring along a helix

Sweep a round wire along a helix with exact rotation-minimizing frames and flat end caps, giving a closed spring mesh. Use it for mechanical props, suspension parts and coiled cables.

10 filesMITInspect →
Recorded render of 3D convex hull by quickhull

mesh algorithms

3D convex hull by quickhull

Compute the convex hull of 3D points as a closed mesh with outward faces, merging coplanar triangles into polygons. Use it for collision shapes, bounding volumes and faceted gem forms.

10 filesMITInspect →
Recorded render of Capsule with hemispherical caps

mesh algorithms

Capsule with hemispherical caps

Build a capsule (a cylinder capped by two hemispheres) along Y with unit normals and UVs that follow the profile length. Use it for character colliders, pills and rounded rods.

10 filesMITInspect →
Recorded render of Catmull-Clark subdivision surface

mesh algorithms

Catmull-Clark subdivision surface

Smooth a polygon cage into a quad mesh by Catmull-Clark subdivision, with B-spline boundary rules and fixed boundary corners. Use it to turn low-poly blockouts into smooth organic shapes.

10 filesMITInspect →
Recorded render of Centripetal Catmull-Rom spline

mesh algorithms

Centripetal Catmull-Rom spline

Interpolate a curve through control points with uniform, centripetal or chordal Catmull-Rom parameterization, open or closed. Use it for paths through waypoints, camera rails and track layouts.

10 filesMITInspect →
Recorded render of Chaikin corner cutting

mesh algorithms

Chaikin corner cutting

Round polygons and polylines by repeated corner cutting at the quarter points, converging to the quadratic B-spline. Use it for smooth outlines, organic 2D shapes and softening hand-drawn strokes.

10 filesMITInspect →
Recorded render of Chain of interlocking oval links

mesh algorithms

Chain of interlocking oval links

Build a chain of oval (stadium) wire links that hook through each other, as one link mesh instanced by glTF nodes at alternating 90 degree angles. Use it for props, rigging and anchors.

10 filesMITInspect →
Recorded render of Clothoid transition road

mesh algorithms

Clothoid transition road

Lay out a road bend from a straight, a clothoid (Euler spiral) easing into a circular arc and a clothoid back, with exact Fresnel-series geometry and a coloured ribbon. Use it for roads, tracks and rails.

10 filesMITInspect →
Recorded render of Conway polyhedron operators

mesh algorithms

Conway polyhedron operators

Build polyhedra from Conway notation: dual, ambo, kis, truncate, join, expand, ortho, gyro and snub applied to T, C, O, D, I, prisms and antiprisms, with planarizing relaxation. Use it for geodesic forms and gems.

10 filesMITInspect →
Recorded render of Coons patch from four boundary curves

mesh algorithms

Coons patch from four boundary curves

Fill the space between four boundary curves with a bilinearly blended Coons surface, from functions or polylines. Use it for terrain fills, cloth panels, car body patches and quick lofts.

10 filesMITInspect →
Recorded render of Cube sphere with equal-area mapping

mesh algorithms

Cube sphere with equal-area mapping

Map the six faces of a subdivided cube onto a sphere as one welded quad mesh, with a polynomial mapping that keeps cell areas within about 16 percent. Use it for planets and cube-map spheres.

10 filesMITInspect →
Recorded render of Cubic Bezier evaluation, arc length and resampling

mesh algorithms

Cubic Bezier evaluation, arc length and resampling

Evaluate and split cubic Bezier curves by de Casteljau, measure arc length by Gauss-Legendre quadrature and resample paths at even arc-length spacing. Use it for camera paths, motion along curves and even spacing of instances.

10 filesMITInspect →
Recorded render of Cylinder, cone, frustum and pipe

mesh algorithms

Cylinder, cone, frustum and pipe

Generate straight solids of revolution: cylinders, cones, truncated cones and bored pipes, with flat-shaded caps and UVs. Use it for columns, cups, nozzles, pipes and lamp shades.

10 filesMITInspect →
Recorded render of Extrude a polygon with holes

mesh algorithms

Extrude a polygon with holes

Extrude a 2D polygon with any number of holes into a closed solid with optional taper, triangulating the caps with bridged holes. Use it for plates, signs, floor plans, gaskets and logos.

10 filesMITInspect →
Recorded render of Fillet polygon corners with arcs

mesh algorithms

Fillet polygon corners with arcs

Round the corners of a 2D polygon or polyline with circular arcs tangent to both edges, shrinking the radius where edges are too short. Use it for rounded outlines, toolpaths and soft UI shapes.

10 filesMITInspect →
Recorded render of Heightmap terrain from fractal noise

mesh algorithms

Heightmap terrain from fractal noise

Generate a square terrain mesh from seeded fractal gradient noise, with central-difference normals, UVs and colours banded by height and slope. Use it for game ground, backdrops and test terrain.

10 filesMITInspect →
Recorded render of Icosphere by recursive subdivision

mesh algorithms

Icosphere by recursive subdivision

Build an evenly tessellated sphere by splitting a regular icosahedron into four triangles per face and projecting onto the sphere. Use it for physics bodies, planets and smooth balls.

10 filesMITInspect →
Recorded render of Involute spur gear

mesh algorithms

Involute spur gear

Generate a spur gear whose tooth flanks are true involutes of the base circle, sized by module, tooth count and pressure angle, extruded around a bore. Use it for mechanisms, clocks and props.

10 filesMITInspect →
Recorded render of Klein bottle figure-eight immersion

mesh algorithms

Klein bottle figure-eight immersion

Build the figure-eight immersion of the Klein bottle: a closed, one-sided surface with no edge and Euler characteristic 0. Use it for mathematical sculpture and to test non-orientable meshes.

10 filesMITInspect →
Recorded render of Lathe revolution with partial angles

mesh algorithms

Lathe revolution with partial angles

Revolve an (r, y) profile around the Y axis, fully or through a partial angle with flat cut faces, and compute the exact volume of the polygonal solid. Use it for vases, bowls, chess pieces and turned parts.

10 filesMITInspect →
Recorded render of Loft through a stack of profiles

mesh algorithms

Loft through a stack of profiles

Skin a closed solid through a sequence of closed profiles, resampled to equal counts by arc length and aligned to avoid twisting, with capped ends. Use it for bottles, hulls, towers and organic forms.

10 filesMITInspect →
Recorded render of Mitered pipe along a polyline

mesh algorithms

Mitered pipe along a polyline

Run a constant polygon cross-section along a polyline with miter joints, so walls stay flat and the volume equals cross-section times centre-line length. Use it for ducts, plumbing, frames and wiring.

10 filesMITInspect →
Recorded render of Moebius strip and twisted bands

mesh algorithms

Moebius strip and twisted bands

Build a band around a circle with any number of half twists: one gives a one-sided Moebius strip with a single edge, even counts give two-sided bands. Use it for sculpture, puzzles and topology tests.

10 filesMITInspect →
Recorded render of NURBS curves with exact circles and conics

mesh algorithms

NURBS curves with exact circles and conics

Evaluate rational B-spline (NURBS) curves in homogeneous coordinates, with the exact nine-point circle and single-span conic arcs. Use it where circles and arcs must be exact, as in CAD data.

10 filesMITInspect →
Recorded render of NURBS surfaces with exact sphere and torus

mesh algorithms

NURBS surfaces with exact sphere and torus

Evaluate and tessellate tensor-product NURBS surfaces, including exact spheres and tori built as surfaces of revolution from rational profiles. Use it for CAD-style surfaces and exact round shapes.

10 filesMITInspect →
Recorded render of Platonic solids with exact edge length

mesh algorithms

Platonic solids with exact edge length

Generate the five regular convex polyhedra with exact coordinates and polygon faces found as supporting planes. Use them for dice, crystals, teaching models and as seeds for other operators.

10 filesMITInspect →
Recorded render of Profile sweep with scale and twist

mesh algorithms

Profile sweep with scale and twist

Sweep a closed 2D profile along a 3D path with transported frames, linear scaling and twist, and cap both ends into a closed solid. Use it for mouldings, horns, handles, tentacles and extruded paths.

10 filesMITInspect →
Recorded render of Rounded box with filleted edges

mesh algorithms

Rounded box with filleted edges

Build a box whose edges and corners are rounded to one radius as a single welded quad mesh, with the exact smooth volume available. Use it for furniture, devices, buttons and soft props.

10 filesMITInspect →
Recorded render of Superellipsoid superquadric

mesh algorithms

Superellipsoid superquadric

Generate Barr superquadric solids whose two exponents morph between boxes, cylinders, ellipsoids, diamonds and pinched stars, with the exact smooth volume available. Use it for rounded props and shape fitting.

10 filesMITInspect →
Recorded render of UV sphere with texture seam and pole fans

mesh algorithms

UV sphere with texture seam and pole fans

Build a latitude and longitude sphere with unit normals, a texture seam and one pole vertex per segment. Use it for globes, planets and any sphere that takes an equirectangular texture.

10 filesMITInspect →
Recorded render of Wireframe overlay material

blender tools

Wireframe overlay material

Build a material that renders every polygon edge as a glowing line over a base surface, with the line width in pixels or metres and an optional fade on surfaces seen edge-on. Use it for technical renders, topology presentations, sci-fi looks and blueprint styles.

11 filesMITInspect →
Recorded render of Physical sky with a matching sun lamp

blender tools

Physical sky with a matching sun lamp

Build a physical sky world and a sun lamp whose direction matches the sky's sun exactly, from one elevation and compass bearing, with the sky's sun disc off so the lamp gives sharp direct light. Use it for exteriors, architecture and time-of-day studies.

11 filesMITInspect →
Recorded render of Helical compression spring with spring rate

blender tools

Helical compression spring with spring rate

Generate a compression spring as a round wire swept along a helix with closed end coils, and report its free length, solid length and spring rate from the wire material. Use it for mechanisms, suspension props and machine details.

11 filesMITInspect →
Recorded render of Three-point light rig with illuminance ratios

blender tools

Three-point light rig with illuminance ratios

Add key, fill and rim area lights aimed at a target, placed by azimuth and elevation, with fill and rim powers derived from illuminance ratios at their distances. Use it to light a subject for product, character or turntable renders.

11 filesMITInspect →
Recorded render of Barrel from bulged staves, hoops and heads

blender tools

Barrel from bulged staves, hoops and heads

Generate a cooper-style barrel: separate bulged staves with gaps, iron hoops that follow the bilge and recessed head discs, each a closed solid with its own material slot, plus the outer volume in litres. Use it for taverns, cellars, ships and game props.

11 filesMITInspect →
Recorded render of Batch rename objects by rule

blender tools

Batch rename objects by rule

Rename many objects at once by rule: strip .001 suffixes, find and replace with optional regular expressions, apply a case style, add a prefix and suffix, and number only the names that would collide. Use it to prepare scenes for export and naming conventions.

11 filesMITInspect →
Recorded render of Bounce animation with exact parabolic arcs

blender tools

Bounce animation with exact parabolic arcs

Key a bouncing motion on the active object from drop height, restitution and gravity: exact parabolic arcs, decaying rebounds, constant travel and optional squash at contacts. Use it for balls, props and motion tests.

11 filesMITInspect →
Recorded render of Brick wall in English, Flemish and other bonds

blender tools

Brick wall in English, Flemish and other bonds

Generate a brick wall course by course in stretcher, stack, English, Flemish or common bond, with mortar joints, cut bricks at the ends, queen closers and seeded colour variation. Use it for architecture, ruins and game environments that need real brick geometry.

11 filesMITInspect →
Recorded render of Cast concrete material with pores and board seams

blender tools

Cast concrete material with pores and board seams

Build a concrete node material with water stains, aggregate specks from Voronoi cells, darkened and recessed air pores, and optional seams from board formwork every board width. Use it for brutalist architecture, floors, bunkers and urban scenes.

11 filesMITInspect →
Recorded render of Catenary cable between two points

blender tools

Catenary cable between two points

Hang a cable between two anchor points as an exact catenary for a given slack, swept as a round tube, and report the sag, the lowest point and the tension ratio at the anchors. Use it for power lines, ropes, hoses and hanging wires.

11 filesMITInspect →
Recorded render of Cavity dirt material with vertical streaks

blender tools

Cavity dirt material with vertical streaks

Build a grime node material where dirt collects in crevices found by ambient occlusion and runs down in vertical streaks from a noise stretched along Z, darkening and roughening a base colour. Use it for buildings, statues, machinery and props that need dirt in the right places.

11 filesMITInspect →
Recorded render of Displaced icosphere rock with fractured facets

blender tools

Displaced icosphere rock with fractured facets

Generate a closed rock mesh from a seed: an icosphere displaced by fractal value noise, sheared by random planes into flat facets and flattened at the base. Use it for props, scatter sources and level dressing.

11 filesMITInspect →
Recorded render of Edge wear material from the Bevel node

blender tools

Edge wear material from the Bevel node

Build a painted-metal node material that wears through to bare metal along convex edges: the Bevel node normal is compared with the true normal, and the edge term is broken up by noise into chips. Use it for tools, vehicles, props and game assets that need handled edges.

11 filesMITInspect →
Recorded render of Fractal noise terrain with islands, ridges and terraces

blender tools

Fractal noise terrain with islands, ridges and terraces

Generate a grid terrain from fractal gradient noise with ridged mode, island falloff, terraces, sea-level flattening and an optional closed base, plus a vertex group for the sea floor. Use it for landscapes, game maps, dioramas and printable relief models.

11 filesMITInspect →
Recorded render of Geodesic dome with strut length classes

blender tools

Geodesic dome with strut length classes

Generate a geodesic dome of any frequency from a vertex-up icosahedron, as hexagonal struts with hubs or as a closed panel shell, and list the distinct strut lengths with counts and chord factors. Use it for domes, greenhouses, sci-fi habitats and build planning.

11 filesMITInspect →
Recorded render of Glazed ceramic tile material with bevelled edges

blender tools

Glazed ceramic tile material with bevelled edges

Build a square tile node material from math nodes: grout lines, rounded tile edges by bump, a glossy glaze whose colour varies per tile from a cell hash, and rough grout. Use it for kitchens, bathrooms, pools and floors.

11 filesMITInspect →
Recorded render of HDRI environment world with a solid camera backdrop

blender tools

HDRI environment world with a solid camera backdrop

Build an image-based lighting world from an equirectangular image with rotation, strength and saturation, and optionally show the camera a solid colour while the image still lights the scene and fills reflections. Use it for product shots, look development and outdoor lighting.

11 filesMITInspect →
Recorded render of Height fog volume with exponential falloff

blender tools

Height fog volume with exponential falloff

Add a box of volumetric fog whose density falls off exponentially with height above its base and drifts in noise patches, with scattering colour and anisotropy, shown as bounds in the viewport. Use it for morning mist, valleys, dungeons and atmospheric depth.

11 filesMITInspect →
Recorded render of Hologram material with scanlines and glitch bands

blender tools

Hologram material with scanlines and glitch bands

Build a see-through hologram material: thin glowing scanlines from world height, a bright Fresnel rim and noisy horizontal glitch bands, used both as emission strength and as the mix toward a transparent shader. Use it for sci-fi interfaces, projections and ghostly effects.

11 filesMITInspect →
Recorded render of Involute spur gear

blender tools

Involute spur gear

Generate a spur gear with true involute tooth flanks from module, tooth count and pressure angle, with backlash, face width and an optional bore, and report its pitch, tip, root and base diameters. Use it for mechanisms, gear trains and machine props that must mesh.

11 filesMITInspect →
Recorded render of L-shaped stairs with a landing or winders

blender tools

L-shaped stairs with a landing or winders

Generate quarter-turn stairs: two straight flights joined by a square landing or by three winder treads cut at 30 degree steps from the inner corner, turning left or right, with an optional support block. Use it where a stair must turn a corner.

11 filesMITInspect →
Recorded render of Lathe a profile into a solid or a hollow shell

blender tools

Lathe a profile into a solid or a hollow shell

Revolve a list of radius and height points around Z into a solid of revolution, with poles on the axis, Chaikin rounding, partial sweeps and an optional wall thickness that turns an outline into a closed hollow vessel. Use it for vases, bottles, cups, lamps and turned parts.

11 filesMITInspect →
Recorded render of Metal materials from a reflectance table

blender tools

Metal materials from a reflectance table

Build a fully metallic Principled material for gold, silver, copper, aluminium, iron, titanium, chromium, nickel, platinum, zinc, brass or cobalt from a table of approximate normal-incidence reflectance values, with roughness variation and optional brushing. Use it for jewellery, hardware and props.

11 filesMITInspect →
Recorded render of Metallic flake car paint with a flip colour

blender tools

Metallic flake car paint with a flip colour

Build a car paint node material: a two-tone colour that flips at grazing angles, Voronoi metal flakes that tilt the base layer's normal so they sparkle, and a smooth clear coat on its own normal. Use it for vehicles, product renders and toys.

11 filesMITInspect →
Recorded render of Neon tube material with a glass sheath

blender tools

Neon tube material with a glass sheath

Build a neon sign material: an emissive gas core, whitened at the face-on centre, mixed by the Fresnel term with a clear glass sheath that takes over toward the silhouette. Use it for signs, cyberpunk scenes, bars and stylized lighting.

11 filesMITInspect →
Recorded render of PBR material from a folder of maps

blender tools

PBR material from a folder of maps

Build a full PBR material from a folder of texture maps by recognising each file from the words in its name: base colour, roughness or gloss, metallic, normal (OpenGL or DirectX), height, ambient occlusion, opacity and emission, with the right colour spaces. Use it to import texture sets fast.

11 filesMITInspect →
Recorded render of Pebbled leather material with creases

blender tools

Pebbled leather material with creases

Build a leather node material from one Voronoi pattern read twice: distance to the cell edge for sunken creases and distance to the centre for domed pebbles, with darker rougher creases, tone noise and a light sheen. Use it for bags, shoes, seats, belts and book covers.

11 filesMITInspect →
Recorded render of Picket fence along a path

blender tools

Picket fence along a path

Build a picket fence that follows a path of ground points: capped posts at corners and at even bay spacing, two rails per bay following the ground slope, and evenly spaced pickets with pointed, flat, round or dog-ear tops. Use it for gardens, farms, suburbs and game levels.

11 filesMITInspect →
Recorded render of Pipe run with bent elbows and flanges

blender tools

Pipe run with bent elbows and flanges

Sweep a pipe along a polyline of corner points, replacing every corner by a tangent elbow of a given bend radius, with a twist-free section and optional flanges at the ends and joints. Use it for plumbing, industrial plants, sci-fi corridors and cable conduits.

11 filesMITInspect →
Recorded render of Plain-weave fabric material with thread bump

blender tools

Plain-weave fabric material with thread bump

Build a woven cloth node material on UV coordinates: warp and weft threads that alternate over and under by cell parity, rounded thread profiles that drive bump and edge shading, two thread colours and Principled sheen. Use it for clothing, upholstery, flags and furniture.

11 filesMITInspect →
Recorded render of Polished marble material with turbulent veins

blender tools

Polished marble material with turbulent veins

Build a node material for polished marble: thin veins from a noise-bent sine, soft clouding, a faint vein bump, slight subsurface and a clear coat, with vein count, width, direction and colours as parameters. Use it for floors, counters, statues and luxury interiors.

11 filesMITInspect →
Recorded render of Procedural brick material sized in metres

blender tools

Procedural brick material sized in metres

Build a brick node material whose brick width, course height and mortar joint are plain metres, oriented to a wall or floor plane, with two-colour brick variation, grime, rough mortar and raised bricks. Use it for walls and paving without texture files.

11 filesMITInspect →
Recorded render of Procedural wood material with growth rings

blender tools

Procedural wood material with growth rings

Build a node-based wood material whose growth rings, latewood share, warp, pores, roughness and bump are parameters, and assign it to the active mesh. Use it for furniture, floors and props without image textures.

11 filesMITInspect →
Recorded render of Rust over paint material with chipped edges

blender tools

Rust over paint material with chipped edges

Build a painted steel node material that rusts in noise patches and in crevices found by ambient occlusion, with a thin ring of bare steel where the paint chips, and coverage, cavity weight and chip width as parameters. Use it for ships, machines, vehicles and post-industrial scenes.

11 filesMITInspect →
Recorded render of Soap bubble material with thin-film colours

blender tools

Soap bubble material with thin-film colours

Build a soap bubble material: a reflective layer whose thin-film thickness grows from top to bottom like a draining film and swirls with noise, mixed over a transparent shader by Fresnel so the bubble is clear face on and iridescent at grazing angles. Use it for bubbles and iridescent films.

11 filesMITInspect →
Recorded render of Spiral staircase generator

blender tools

Spiral staircase generator

Generate a spiral staircase mesh with wedge treads, a central column, balusters and a helical handrail from rise, turn and radius parameters. Use it for towers, lofts and level blockouts.

10 filesMITInspect →
Recorded render of Studio gradient world with a horizon band

blender tools

Studio gradient world with a horizon band

Build a world that blends ground, horizon and zenith colours by the elevation of the view direction, with an adjustable horizon height and band softness and a separate backdrop strength for the camera. Use it for clean studio renders and stylized skies.

11 filesMITInspect →
Recorded render of Terrain material blending by slope and height

blender tools

Terrain material blending by slope and height

Build a landscape node material that puts rock on slopes steeper than a set angle, snow above a ragged world-height line but only where the ground is flat enough, and grass elsewhere, all in world space. Use it on terrains, mountains and dioramas.

11 filesMITInspect →
Recorded render of Tinted glass with Beer-Lambert absorption

blender tools

Tinted glass with Beer-Lambert absorption

Build a glass material whose colour deepens with thickness: the tint is given as transmittance at a reference thickness and converted to exact Volume Absorption density and colour, under a clear transmissive surface. Use it for bottles, stained glass, gems and liquids.

11 filesMITInspect →
Recorded render of Toon bands material from a fixed light direction

blender tools

Toon bands material from a fixed light direction

Build a cel-style material whose flat colour bands come from a half-Lambert term against a light direction given as a parameter, with an ink rim from the facing angle, emitted so it looks the same in Cycles, EEVEE and the viewport. Use it for stylized characters, props and illustrations.

11 filesMITInspect →
Recorded render of Torus knot tube without a twist seam

blender tools

Torus knot tube without a twist seam

Generate a closed tube along a (p, q) torus knot, with section frames carried by parallel transport and the leftover twist spread evenly so the tube closes without a seam, plus the curve length and crossing number. Use it for jewellery, logos, abstract art and math visuals.

11 filesMITInspect →
Recorded render of Triplanar box-projected image material

blender tools

Triplanar box-projected image material

Build an image material that needs no UV map: object coordinates scaled to a texture size in metres feed an Image Texture in box projection with a soft blend, using a given image or a generated UV grid. Use it for scanned or generated meshes, kitbash parts and blockouts.

11 filesMITInspect →
Recorded render of 600-cell from the binary icosahedral group

geometry 4d

600-cell from the binary icosahedral group

Generate the 600-cell as the 120 icosians (closure of two unit quaternions), find its faces and cells as cliques, split it into 12 Hopf decagons and 5 inscribed 24-cells by cosets, and write a glTF with the decagons as coloured tubes.

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Recorded render of 24-cell from the Hurwitz quaternion units

geometry 4d

24-cell from the Hurwitz quaternion units

Generate the 24-cell as the binary tetrahedral group (closure of two unit quaternions), split it into three inscribed 16-cells by coset, check self-duality, and write a coset-coloured wireframe glTF or a polytope JSON record.

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Recorded render of 4D rotation exponential, logarithm and geodesics

geometry 4d

4D rotation exponential, logarithm and geodesics

Turn plane rates into a rotation with a closed-form matrix exponential, recover the two invariant plane angles and the generator of any 4D rotation, classify it (simple, isoclinic, double), interpolate along SO(4) geodesics, and write a looping rotation glTF.

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Recorded render of Uniform point sets on the 3-sphere

geometry 4d

Uniform point sets on the 3-sphere

Sample unit quaternions three ways (normalized Gaussians, a Hopf fibration grid, a super-Fibonacci spiral), measure separation, covering radius and cap discrepancy against the exact cap volume of S3, and write the stereographic image as a glTF point cloud.

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Recorded render of 120-cell from its seven coordinate classes

geometry 4d

120-cell from its seven coordinate classes

Build the 120-cell from its coordinate rule (even permutations included), take its dodecahedral cells from the icosian directions, split its vertices into five inscribed 600-cells, and write a glTF of two linked rings of ten cells plus all edges.

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Recorded render of 16-cell from signed axes

geometry 4d

16-cell from signed axes

Build the 16-cell exactly from signed coordinate axes (cells are the 16 sign vectors), check its cocktail party edge graph and its duality with the tesseract, and write exploded cells, a wireframe glTF or a polytope JSON record.

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Recorded render of 4D rotations as pairs of unit quaternions

geometry 4d

4D rotations as pairs of unit quaternions

Compose a 4D rotation from a left and a right unit quaternion, decompose any rotation matrix back into its pair, read its plane angles and kind (left or right isoclinic, simple, double), interpolate along geodesics with double slerp, and write left and right isoclinic loops of the 16-cell as glTF.

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Recorded render of 5-cell from the standard simplex of R5

geometry 4d

5-cell from the standard simplex of R5

Place the regular 4-simplex in 4D through the Helmert basis, with barycentric coordinates, uniform interior sampling and a permutation symmetry check, and write exploded cells, a wireframe glTF or a polytope JSON record.

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Recorded render of Cl(4,0) rotors and bivector decomposition

geometry 4d

Cl(4,0) rotors and bivector decomposition

A 4D geometric algebra: geometric and outer products, reversion, rotors exp(-B/2), the split of any bivector into two commuting simple parts, reflections, and the torus knot a double rotation traces, written as a glTF tube on the Clifford torus.

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Recorded render of Clifford torus in the 3-sphere

geometry 4d

Clifford torus in the 3-sphere

Parametrize the flat Clifford torus in S3, check its flat metric, area 2 pi^2, the two solid tori of volume pi^2 it bounds and its linked core circles, and write its stereographic image turning in 4D as a looping glTF morph animation.

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Recorded render of Coxeter plane projections of 4-polytopes

geometry 4d

Coxeter plane projections of 4-polytopes

Find the plane in which the Coxeter element of A4, B4, F4 or H4 turns by 2 pi/h and project a regular or Wythoff 4-polytope onto it, giving the h-fold symmetric drawing with its concentric rings, written as SVG or as a flat glTF.

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Recorded render of Duocylinder measures and diagonal slices

geometry 4d

Duocylinder measures and diagonal slices

Compute the duocylinder's hypervolume, boundary 3-volume and ridge torus area, confirm them by integrating axis and diagonal slices, and write the diagonal slice sweep (stretched Steinmetz bicylinders) as an exact four-strip glTF morph animation.

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Recorded render of Duoprisms as products of two polygons

geometry 4d

Duoprisms as products of two polygons

Build any {p}x{q} duoprism exactly (pq vertices, two rings of prisms), with unit-edge or equal radii, check its counts and volume against the product formulas, and write exploded prisms, a wireframe glTF or a polytope JSON record.

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Recorded render of Exact hyperplane slice sweep as glTF morph targets

geometry 4d

Exact hyperplane slice sweep as glTF morph targets

Sweep a hyperplane through the 5-cell, tesseract, 16-cell or 24-cell and write one glTF mesh whose morph-target animation plays the exact sequence of 3D cross-sections (for example tetrahedron, truncated tetrahedron, octahedron).

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Recorded render of Hopf fibration fibres as linked circles

geometry 4d

Hopf fibration fibres as linked circles

Lift base points of S2 to their Hopf fibres in S3, project them stereographically into linked circles, check the fibration's properties (great circles, Clifford parallels, linking number 1, tori over latitude circles), and write tubes plus a colour-matched base sphere as glTF.

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Recorded render of Klein bottle and Veronese surface embedded in 4D

geometry 4d

Klein bottle and Veronese surface embedded in 4D

Build the Klein bottle and the real projective plane (Veronese surface) as embedded surfaces of R4, prove non-orientability and Euler characteristics on their meshes, show their 3D shadows cross themselves (Steiner's Roman surface), and write both shadows coloured by the fourth coordinate.

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Recorded render of Schlegel diagrams of convex 4-polytopes

geometry 4d

Schlegel diagrams of convex 4-polytopes

Project a convex 4-polytope from a point just outside one cell onto that cell, so all other cells nest inside it, and write the diagram as a glTF wireframe with the outer cell as a translucent shell. Built-in regular polytopes or any polytope JSON record.

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Recorded render of Tesseract from 4-bit vertex labels

geometry 4d

Tesseract from 4-bit vertex labels

Build the tesseract exactly (edges, square faces and cubic cells from bit patterns), rotate it in any of the six planes and write a projected wireframe glTF or a polytope JSON record. Also gives its Gray code cycle and inscribed 16-cells.

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Recorded render of Uniform 4-polytopes by the Wythoff construction

geometry 4d

Uniform 4-polytopes by the Wythoff construction

Generate the uniform polytope of a Coxeter group (A4, B4, D4, F4, H4) and a ringed diagram with unit edges: vertices, edges, faces, cells and cell types, written as exploded cells coloured by cell type, a wireframe glTF or a polytope JSON record.

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