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procedural textures

Hand-hammered metal

Generate tileable PBR maps of hand-hammered metal: overlapping dimples from Voronoi hammer blows meeting in polished ridges, optional fine planishing marks and patina in the dimples, in copper, pewter, brass or silver. Use for cookware, sinks, lamps, jewellery and decorative panels.

Recorded render of Hand-hammered metal

What this component contains

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

How it works

Entry point
generate
Maps
albedo, normal, roughness, metallic, height, ao
Parameters
dimples_across, dimple_depth, irregularity, planishing, patina, polish, hue_shift, saturation and 1 more
Presets
default, aged_copper, pewter, brass_planished, silver
Tileable
yes
Command line
python hammered_metal.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

Every blow is a spherical cap on a Voronoi cell, an idealization of real blows, which vary in angle, force and overlap. Patina is a colour and roughness layer without its own relief. Occlusion is a blurred-height estimate, not ray traced.