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procedural textures

Corroded metal: rust and verdigris

Generate tileable PBR maps of corroding metal: rust on steel or verdigris on copper, with layered oxide, pits, flaking crust and drip stains, and a metallic map that separates bare metal from oxide. Use for industrial props, ships, pipes and old roofs.

Recorded render of Corroded metal: rust and verdigris

What this component contains

  • ATTRIBUTION.md
  • LICENSE
  • README.md
  • blender_material.py
  • component.json
  • material.tres
  • metal_corrosion.py
  • pngio.py
  • preview.png
  • test_package.py
  • texkit.py
  • verification/native.json

How it works

Entry point
generate
Maps
albedo, normal, roughness, metallic, height, ao
Parameters
coverage, patch_scale, pitting, streaks, flaking, metal_roughness, hue_shift, saturation and 1 more
Presets
default, heavy_rust, verdigris, light_bloom
Tileable
yes
Command line
python metal_corrosion.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

Corrosion is a noise-driven pattern, not an electrochemical simulation; it ignores edges, welds and drainage of a real object. Drip stains always run toward the bottom of the tile. Metal colours are artistic approximations of reflectance. Occlusion is a blurred-height estimate.