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procedural textures

Camouflage prints on twill: woodland, digital, tiger, desert, splinter

Generate tileable maps of printed camouflage cloth in five pattern families (woodland blobs and branches, digital pixels, tiger stripes, desert with rock spots, splinter shards with rain dashes) on a twill-like weave. Use for uniforms, gear, vehicle covers, tents and military props.

Recorded render of Camouflage prints on twill: woodland, digital, tiger, desert, splinter

What this component contains

  • ATTRIBUTION.md
  • LICENSE
  • README.md
  • blender_material.py
  • camouflage_patterns.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
pattern, blobs, pixels_across, ragged, threads, weave, fading, hue_shift and 2 more
Presets
default, digital_pixels, tiger_stripe, desert_spots, splinter_rain
Tileable
yes
Command line
python camouflage_patterns.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

The five families are invented in the general style of their kind and do not reproduce any issued or trademarked pattern. Layer shapes come from noise fields cut at quantiles, so they are statistically, not exactly, like printed screens. The weave is a pair of diagonal sine ridges at a whole number of threads across the tile, not a modelled twill; it aliases below about three pixels per thread. Fading is a noise mask, not a wear simulation. Occlusion is a blurred-height estimate.