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procedural textures

Pixel-art crystal cave wall with glowing gems

Generate a tileable pixel-art cave wall at a chosen art resolution: lumpy rock shaded from a top-left light, clusters of faceted pencil-shaped crystals with lit and dark faces, glints and outlines, and a glow halo on the rock, with an emissive map plus per-pixel normal, height, roughness and occlusion maps.

Recorded render of Pixel-art crystal cave wall with glowing gems

What this component contains

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

How it works

Entry point
generate
Maps
albedo, normal, roughness, height, ao, emissive
Parameters
art_pixels, clusters, crystals, crystal_length, glow, lumps, relief, hue_shift and 2 more
Presets
default, ice_blue, emerald, fire_ruby
Tileable
yes
Command line
python pixel_crystal_cave.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

A still frame of stylized pixel art; the glow does not pulse or light the scene. The light from the top left is baked into the rock tones and crystal faces. Crystals are flat five-sided polygons with two faces, not modelled prisms, and on a 16-pixel grid they shrink to a few pixels. Rock lumps come from fractal noise. Emission strength is set in the engine; the map holds colour only. 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.