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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.

Recorded render of Ashlar masonry in coursed or broken bond

What this component contains

  • ATTRIBUTION.md
  • LICENSE
  • README.md
  • ashlar_masonry.py
  • blender_material.py
  • component.json
  • material.tres
  • pngio.py
  • preview.png
  • test_package.py
  • texkit.py
  • verification/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_maps
  • maps_decode
  • maps_have_declared_size_and_channels
  • maps_tile_without_a_seam
  • normal_vectors_unit_length_facing_out
  • maps_carry_detail
  • godot_imports_the_maps
  • godot_material_template_loads_every_map
  • godot_compatibility_render
  • capture_shows_the_textured_surface
  • blender_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.