
What this component contains
ATTRIBUTION.mdLICENSEREADME.mdblender_material.pycomponent.jsonmaterial.trespngio.pypreview.pngskin_pores.pytest_package.pytexkit.pyverification/native.json
How it works
- Entry point
- generate
- Maps
- albedo, normal, roughness, height, ao
- Parameters
- pores, pore_size, pore_depth, furrows, furrow_depth, anisotropy, creases, redness and 5 more
- Presets
- default, fair, deep_tone, back_medium, aged, freckled
- Tileable
- yes
- Command line
- python skin_pores.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
This is tiling micro-detail, not a full skin material: there is no subsurface scattering, no colour map of a face or body, and no layout by region (nose, forehead, cheek). Pores sit on a jittered grid, furrows are borders of warped anisotropic cells and creases are ridged noise, all stylized approximations of real dermal structure. Skin tones are artistic presets, not measured; use the albedo as a tint or overlay over a character's own colour. Relief is small, so the normal map carries most of the effect. Occlusion is a blurred-height estimate.