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Ashlar masonry in coursed or broken bond

In your harnessProcedural textureMIT

Generate tileable PBR maps of dressed stone ashlar: coursed rows of varying height or broken ashlar with blocks one or two rows high, thin joints, and faces rubbed smooth, rock-faced inside a drafted margin or bush-hammered, in limestone, granite or sandstone. Use for walls, plinths, facades and castles.

Render of Ashlar masonry in coursed or broken bond
The render its check recorded in Godot 4.7.2, 256 by 256 pixels.

What it takes and gives

Entry point
generate
Maps
albedo, normal, roughness, height, ao
Parameters
layout, courses, block_length, joint_width, joint_depth, face_style, margin, relief and 6 more
Presets
default, rockfaced_granite, sandstone_tooled, bush_hammered
Tileable
yes
Command line
python ashlar_masonry.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)

Limits. Blocks are rectangles on a 32-column grid, so block ends fall on multiples of 1/32 of the tile width; broken ashlar mixes one- and two-row blocks only. Tool lines, rock faces, stippling and weathering are noise and wave approximations, not carved geometry. Mineral speckle is a per-pixel pick, so it shimmers at small sizes. Occlusion is a blurred-height estimate, not ray traced.

Details

Kind
Procedural texture
Engine
Python 3.10 or later
Files
12 files, 226.7 KB
Licence
MIT
Declared effects
runs commands, writes files
Checked with
Godot 4.7.2, gl_compatibility
Checks
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
Techniques
Greedy block packing on a toroidal grid with random lengths that sum to the tile width, Row pairs split into tall blocks or independently jointed stacks for broken ashlar, Rectangle side distances for joints and arrises, Drafted margin and rock-faced centre from distance to the block edge, Fractional Brownian motion of tileable gradient noise, Height to tangent-space normal by central differences
Tags
texture, pbr, tileable, stone, ashlar, masonry, wall, limestone
Identity
library.supply.creative_originals.4f58659c23e9814323202ee0.05e2caa2c635f8b3
Version
05e2caa2c635f8b36cea13eefd2edc7e288a43ee421ead4c5e9178455831b99b

The version is the SHA-256 of the item your harness downloads; every file in it names its own checksum.

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