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procedural textures

Human skin pores and micro-relief

Generate tileable PBR detail maps of human skin: pores of varied size, the polygonal furrow network stretched along tension lines, aged creases, melanin and redness variation, freckles and oily or dry roughness, in several skin tones. Use as tiling detail on characters, faces, hands and creature skin.

Recorded render of Human skin pores and micro-relief

What this component contains

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

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.