
What this component contains
ATTRIBUTION.mdLICENSEREADME.mdblender_material.pycomponent.jsonmaterial.tresmoss_cushion.pypngio.pypreview.pngtest_package.pytexkit.pyverification/native.json
How it works
- Entry point
- generate
- Maps
- albedo, normal, roughness, height, ao
- Parameters
- clumps, shoots_across, mound_height, crevices, dryness, capsules, hue_shift, saturation and 1 more
- Presets
- default, dry_olive, sphagnum, fruiting
- Tileable
- yes
- Command line
- python moss_cushion.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
Shoots are tiny Voronoi domes, which read as moss at moderate distance but have no individual leaves. Capsule stalks lie flat in the height map. Occlusion is a blurred-height estimate.