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procedural textures

Pixel-art water surface with wave glyphs and caustics

Generate a tileable pixel-art water tile at a chosen art resolution: dithered depth shades, evenly spread wave glyphs, sparkles, an optional caustic light network and foam clusters, with per-pixel normal, height, low roughness and occlusion maps. Use for seas, lagoons, swamps and rivers in 2D games.

Recorded render of Pixel-art water surface with wave glyphs and caustics

What this component contains

  • ATTRIBUTION.md
  • LICENSE
  • README.md
  • blender_material.py
  • component.json
  • material.tres
  • pixel_water_surface.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
Parameters
art_pixels, waves, wave_length, sparkles, caustics, foam, depth_patches, relief and 3 more
Presets
default, shallow_lagoon, swamp, rapids
Tileable
yes
Command line
python pixel_water_surface.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, not a wave simulation, and it does not animate; for motion, scroll the tile or swap seeds. The light from the top left is baked into the wave glyph colours. Caustics are a Voronoi line pattern, not traced light. Roughness and height are values per drawn class, and the normal map treats each art pixel as a flat facet. 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.