
What this component contains
ATTRIBUTION.mdLICENSEREADME.mdblender_material.pycomponent.jsonmaterial.trespainted_metal_scratched.pypngio.pypreview.pngtest_package.pytexkit.pyverification/native.json
How it works
- Entry point
- generate
- Maps
- albedo, normal, roughness, metallic, height, ao
- Parameters
- chipping, chip_scale, scratches, scratch_direction, rust, grime, paint_gloss, hue_shift and 2 more
- Presets
- default, olive_drab, glossy_red, machinery_blue, old_tractor
- Tileable
- yes
- Command line
- python painted_metal_scratched.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
Chips and scratches are placed by noise and random strokes, not by where a real object wears (edges, handles, contact points); combine the maps with an edge-wear mask from your tool for that. Scratches carry no burr or directional sheen. Rust is a colour and roughness layer without its own relief. Occlusion is a blurred-height estimate, not ray traced.