What this component contains
ATTRIBUTION.mdLICENSEREADME.mdblender_material.pycomponent.jsonmaterial.trespixel_cloud_sky.pypngio.pypreview.pngtest_package.pytexkit.pyverification/native.json
How it works
- Entry point
- generate
- Maps
- albedo, normal, roughness, height, ao
- Parameters
- art_pixels, clouds, cloud_width, puffiness, outline, stars, relief, hue_shift and 2 more
- Presets
- default, sunset, night, storm
- Tileable
- yes
- Command line
- python pixel_cloud_sky.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
A still frame of stylized pixel art, not a cloud simulation; for parallax motion, scroll the tile. The sky has no vertical gradient, because a gradient would not repeat vertically. Clouds are unions of circles with a flat base, painted from the top of the tile down, and the light from the top left is baked into their tones. Height and roughness only matter for lit 2D or 3D use. Output sizes that are not a whole multiple of art_pixels give art pixels of unequal widths. Occlusion is a blurred-height estimate posterized to eighths.