
What this component contains
ATTRIBUTION.mdLICENSEREADME.mdblender_material.pycomponent.jsonmaterial.trespngio.pypreview.pngtest_package.pytexkit.pytruchet_tiles.pyverification/native.json
How it works
- Entry point
- generate
- Maps
- albedo, normal, roughness, metallic, height, ao
- Parameters
- style, cells, line_width, order, fill, relief, metal_lines, hue_shift and 2 more
- Presets
- default, maze_print, brass_inlay, triangle_floor
- Tileable
- yes
- Command line
- python truchet_tiles.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
Three classic tile sets on a square grid; there are no multi-scale or winged tiles, and the diagonal maze has no region fill because its regions are not two-coloured by corner parity. Line relief is a rounded profile from the exact distance, with no bevel lighting or glaze pooling. The wood and cement grounds are light noise, not full wood or stone generators. Occlusion is a blurred-height estimate.