โ† All examples

procedural textures

Veined marble

Generate tileable PBR maps of polished or honed marble with long branching veins, soft clouds and fine secondary veins. Use for floors, counters, wall cladding and sculpture bases.

Recorded render of Veined marble

What this component contains

  • ATTRIBUTION.md
  • LICENSE
  • README.md
  • blender_material.py
  • component.json
  • marble_veined.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
vein_spacing, vein_direction, vein_width, flow, secondary_veins, cloudiness, polish, hue_shift and 2 more
Presets
default, calacatta, nero, verde, rosso
Tileable
yes
Command line
python marble_veined.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

Veins are zero crossings of warped anisotropic noise, an approximation of mineral-filled fractures, not a geological simulation; vein directions are limited to five whole-tile shears so the texture repeats. Relief is very shallow by design. Colours are artistic, not measured from named quarries. Occlusion is a blurred-height estimate.