
What this component contains
ATTRIBUTION.mdLICENSEREADME.mdashlar_masonry.pyblender_material.pycomponent.jsonmaterial.trespngio.pypreview.pngtest_package.pytexkit.pyverification/native.json
How it works
- Entry point
- generate
- Maps
- albedo, normal, roughness, height, ao
- Parameters
- layout, courses, block_length, joint_width, joint_depth, face_style, margin, relief and 6 more
- Presets
- default, rockfaced_granite, sandstone_tooled, bush_hammered
- Tileable
- yes
- Command line
- python ashlar_masonry.py --size 1024 --seed 7 --preset NAME --out DIR [--width W --height H] [--set NAME=VALUE] [--directx-normal] [--orm]
- Godot material
- material.tres
- Blender builder
- blender_material.build_material(folder)
Recorded checks
godot 4.7.2.stable.official.ed1daf0bf
command_line_generates_declared_mapsmaps_decodemaps_have_declared_size_and_channelsmaps_tile_without_a_seamnormal_vectors_unit_length_facing_outmaps_carry_detailgodot_imports_the_mapsgodot_material_template_loads_every_mapgodot_compatibility_rendercapture_shows_the_textured_surfaceblender_builds_the_material
Limits to consider
Blocks are rectangles on a 32-column grid, so block ends fall on multiples of 1/32 of the tile width; broken ashlar mixes one- and two-row blocks only. Tool lines, rock faces, stippling and weathering are noise and wave approximations, not carved geometry. Mineral speckle is a per-pixel pick, so it shimmers at small sizes. Occlusion is a blurred-height estimate, not ray traced.