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procedural textures

Painted metal with chips and scratches

Generate tileable PBR maps of painted steel worn through in layers: top coat, primer and bare metal at stepped chip edges, scratches cut to the metal, rust and grime, with a metallic map for the exposed steel. Use for machinery, vehicles, containers and railings.

Recorded render of Painted metal with chips and scratches

What this component contains

  • ATTRIBUTION.md
  • LICENSE
  • README.md
  • blender_material.py
  • component.json
  • material.tres
  • painted_metal_scratched.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
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_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

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.