โ† All examples

procedural textures

Grass from above

Generate tileable PBR maps of grass seen from above: thousands of tapered blades layered with a z-buffer over soil, from mown lawn to meadow with flowers or dry summer grass. Use for ground planes and top-down games.

Recorded render of Grass from above

What this component contains

  • ATTRIBUTION.md
  • LICENSE
  • README.md
  • blender_material.py
  • component.json
  • grass_lawn.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
blades, blade_length, blade_width, lean, dryness, flowers, hue_shift, saturation and 1 more
Presets
default, meadow, dry_summer, lush_dark
Tileable
yes
Command line
python grass_lawn.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

Blades are flat strokes in a height map, so the texture suits ground seen from above or at a distance; close views need geometry or alpha cards. At small sizes blades are under a few pixels wide and read as speckle. Occlusion is a blurred-height estimate.