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procedural textures

Corduroy wales from pinwale to wide wale

Generate tileable PBR maps of corduroy: rounded cut-pile wales running down the tile, grooves showing the ground weave, pile grain and lustre, crushed worn tops, and thick-and-thin wales. Use for trousers, jackets, upholstery, cushions and soft furnishings.

Recorded render of Corduroy wales from pinwale to wide wale

What this component contains

  • ATTRIBUTION.md
  • LICENSE
  • README.md
  • blender_material.py
  • component.json
  • corduroy_wales.py
  • 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
wales, groove, pile, sheen, wear, alternate, hue_shift, saturation and 1 more
Presets
default, pinwale_navy, wide_wale_rust, thick_thin_olive, lustre_burgundy
Tileable
yes
Command line
python corduroy_wales.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

Wales are rounded height profiles with fibre noise, not modelled tufts; the pile lean shows as tone and roughness, so the directional sheen of real corduroy (which changes with view angle) is only approximated. Wales run along V only; rotate the UVs for horizontal cords. Wear is noise-driven, not placed at knees or elbows. The groove weave fades out where it would be finer than a few pixels. Occlusion is a blurred-height estimate, not ray traced.