โ† All examples

procedural textures

Starfield with nebula gas and dust lanes

Generate tileable maps of a star field: blackbody-coloured stars with halos and diffraction spikes over glowing nebula gas and dark dust lanes, with an emissive map holding the light. Use for space backdrops, sci-fi skies, starship windows and planetarium props.

Recorded render of Starfield with nebula gas and dust lanes

What this component contains

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

How it works

Entry point
generate
Maps
albedo, normal, roughness, height, ao, emissive
Parameters
star_count, bright_stars, star_size, spikes, star_temperature, nebula, nebula_scale, swirl and 5 more
Presets
default, emission_nebula, star_cluster, dark_void
Tileable
yes
Command line
python starfield_nebula.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 flat tile, not an equirectangular or cube-map sky: wrapped on a sphere it pinches toward the poles, and repeating it shows the same stars again. Star colours come from blackbody temperatures through an approximate colour-matching fit, not from a catalogue; brightness, sizes and spikes are artistic, and stars smaller than a pixel fade out at small output sizes. Gas and dust are noise, not a radiative transfer model. Height and normals are shallow and only follow the gas; occlusion is a stand-in from the dust. The emissive map holds colour only, so the engine sets the emission strength.