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procedural textures

Woven cloth from a weave draft

Generate tileable PBR maps of woven fabric from a weave draft: plain, 2/2 and 3/1 twill, 4/1 satin, basket or herringbone, with round threads, twist, fuzz, slubs and gaps. Use for clothing, upholstery, sacks, canvas and banners.

Recorded render of Woven cloth from a weave draft

What this component contains

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

How it works

Entry point
generate
Maps
albedo, normal, roughness, height, ao
Parameters
weave, threads, thread_width, twist, fuzz, slubs, sheen, hue_shift and 2 more
Presets
default, denim, wool_twill, satin, burlap, basket, herringbone
Tileable
yes
Command line
python woven_cloth.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

Threads are idealized round strands on a regular grid with no fabric drape, stretch or pile. Thread counts are rounded up to a multiple of the draft size. Sheen is approximated by lower roughness on floats; anisotropic highlights need an engine-side fabric shader. Occlusion is a blurred-height estimate.