โ† All examples

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.

Recorded render of Chain-link fence mesh

What this component contains

  • ATTRIBUTION.md
  • LICENSE
  • README.md
  • blender_material.py
  • chain_link_fence.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, metallic, height, ao
Parameters
meshes_across, wire, knuckle, coating, rust, hue_shift, saturation, brightness
Presets
default, green_vinyl, rusty, black_heavy
Tileable
yes
Command line
python chain_link_fence.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

Wires are straight diagonals with knuckles suggested by height at the crossings, not the helical twist of real woven wire. The openings need alpha scissor, and at a distance mipmapped alpha thins the mesh. Occlusion is a blurred-height estimate, not ray traced.