
What this component contains
ATTRIBUTION.mdLICENSEREADME.mdblender_material.pycomponent.jsonforest_floor_leaves.pymaterial.trespngio.pypreview.pngtest_package.pytexkit.pyverification/native.json
How it works
- Entry point
- generate
- Maps
- albedo, normal, roughness, height, ao
- Parameters
- leaves, leaf_size, lobed, curl, decay, twigs, hue_shift, saturation and 1 more
- Presets
- default, oak_brown, wet_dark, maple_red
- Tileable
- yes
- Command line
- python forest_floor_leaves.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_mapsmaps_decodemaps_have_declared_size_and_channelsmaps_tile_without_a_seamnormal_vectors_unit_length_facing_outmaps_carry_detailgodot_imports_the_mapsgodot_material_template_loads_every_mapgodot_compatibility_rendercapture_shows_the_textured_surfaceblender_builds_the_material
Limits to consider
Leaves are flat stamped outlines (ovate or lobed) with height-map curl; they do not fold or cast real shadows. Leaf shapes are generic, not species-accurate. Occlusion is a blurred-height estimate.