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procedural textures

Science fiction hexagonal hull panels

Generate tileable PBR maps of science fiction hull plating built from hexagonal panels: bevelled rims, inset plates, vents, bolts, panel lights and optionally glowing seams in the emissive map. Use for spaceships, armour, bases and game environments.

Recorded render of Science fiction hexagonal hull panels

What this component contains

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

How it works

Entry point
generate
Maps
albedo, normal, roughness, metallic, height, ao, emissive
Parameters
hexes_across, seam_width, bevel, light_share, vent_share, seam_glow, wear, hue_shift and 2 more
Presets
default, dark_reactor, white_lab, military_olive
Tileable
yes
Command line
python scifi_hex_panels.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

The hexagonal lattice is squashed slightly to repeat on a square tile: about 1 percent for 7, 12, 14, 19 or 26 hexagons across, up to 15 percent for 3, 4 or 6. Panel types are chosen at random, with no hierarchy of large and small panels. Lights and glowing seams are emissive colour, not light sources. Occlusion is a blurred-height estimate, not ray traced.