
What this component contains
ATTRIBUTION.mdLICENSEREADME.mdblender_material.pycomponent.jsonfrost_ferns.pymaterial.trespngio.pypreview.pngtest_package.pytexkit.pyverification/native.json
How it works
- Entry point
- generate
- Maps
- albedo, normal, roughness, height, ao
- Parameters
- crystals, size, branching, levels, curl, thickness, haze, hue_shift and 2 more
- Presets
- default, needle_frost, feathered, hoar_haze
- Tileable
- yes
- Command line
- python frost_ferns.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
Growth is a stylized branching walk, not a diffusion-limited crystal growth simulation, so plumes are self-similar sketches of real fern frost. Crystals grow from scattered seeds rather than from the edges and scratches where frost usually starts. Branches finer than a pixel at the output size are skipped, so small outputs show the main plumes only. The alpha suits blending over a window; it does not model refraction or light scattering in the ice, and engines sort alpha-blended surfaces with other transparent ones.