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procedural textures

Herringbone and chevron parquet floor

Generate tileable PBR maps of wood parquet in herringbone, double or triple herringbone and chevron, with exact periodic layouts, grain along each plank, bevelled joints, lacquer or oil finish and wear. Use for floors of rooms, halls and furniture panels.

Recorded render of Herringbone and chevron parquet floor

What this component contains

  • ATTRIBUTION.md
  • LICENSE
  • README.md
  • blender_material.py
  • component.json
  • herringbone_parquet.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
pattern, ratio, planks, repeats, joint_width, bevel, grain_contrast, figure and 6 more
Presets
default, double_walnut, chevron_ash, smoked_rustic
Tileable
yes
Command line
python herringbone_parquet.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

The zigzag always runs along the tile height at 45 degrees; other angles need a rotated UV. Grain is a geometric ring model (wavy lines bent into arches, finer rings and pore streaks), not wood anatomy: there are no knots, ray fleck or end grain. Blocks are flat with a slight tilt; there is no cupping, gapping by season or borders. At small output sizes the joints are thinner than a pixel and fade into the albedo. Occlusion is a blurred-height estimate, not ray traced.