What this component contains
ATTRIBUTION.mdLICENSEREADME.mdblender_material.pycomponent.jsonmaterial.trespixel_dungeon_floor.pypngio.pypreview.pngtest_package.pytexkit.pyverification/native.json
How it works
- Entry point
- generate
- Maps
- albedo, normal, roughness, height, ao
- Parameters
- art_pixels, cells, large_slabs, cracks, chips, moss, puddles, relief and 3 more
- Presets
- default, mossy_crypt, sandstone_temple, flooded_cellar
- Tileable
- yes
- Command line
- python pixel_dungeon_floor.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
Stylized pixel art with the light from the top left baked into the slab bevels. Slabs are rectangles on a coarse grid of cells, one or two cells each way, so the layout has no curved or diagonal joints, and a grid of two cells makes plain square slabs. Cracks are random walks and puddles thresholded noise. Roughness and height are values per drawn class, and the normal map treats each art pixel as a flat facet. Output sizes that are not a whole multiple of art_pixels give art pixels of unequal widths. Occlusion is a blurred-height estimate posterized to eighths.