
What this component contains
ATTRIBUTION.mdLICENSEREADME.mdblender_material.pycomponent.jsongrass_lawn.pymaterial.trespngio.pypreview.pngtest_package.pytexkit.pyverification/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_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
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.