
What this component contains
ATTRIBUTION.mdLICENSEREADME.mdblender_material.pycomponent.jsonlake_ice_cracked.pymaterial.trespngio.pypreview.pngtest_package.pytexkit.pyverification/native.json
How it works
- Entry point
- generate
- Maps
- albedo, normal, roughness, height, ao
- Parameters
- fractures, network, plates, bubbles, pancakes, scratches, milkiness, hue_shift and 2 more
- Presets
- default, methane_bubbles, skating_rink, pressure_cracked
- Tileable
- yes
- Command line
- python lake_ice_cracked.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
Cracks and bubbles inside the ice are painted into the albedo, not modelled in depth, so there is no parallax or refraction through clear ice; a shader that wants depth can use the albedo as a view-independent layer under a glossy surface. Fracture planes are a bright line with a fainter offset sheet, a stylized reading of slanted cracks. The crack network is a Worley diagram broken by noise. Bubbles smaller than about half a pixel at the output size are left out. Occlusion is a blurred-height estimate.