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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.

Recorded render of Cobblestone paving from Voronoi cells

What this component contains

  • ATTRIBUTION.md
  • LICENSE
  • README.md
  • blender_material.py
  • cobblestone_voronoi.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
stones_across, jitter, gap_width, roundness, corner_rounding, irregularity, wear, gap_fill and 5 more
Presets
default, river_rounded, mossy, basalt_setts, sandstone
Tileable
yes
Command line
python cobblestone_voronoi.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

Stones are Voronoi cells, optionally trimmed toward discs, so they read as cut setts or rounded cobbles rather than scanned stones. Stones do not overlap and have no undercut. With jitter near 1 a few feature points fall close together and give narrow stones. Moss and soil are noise masks. Occlusion is a blurred-height estimate.