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Camouflage prints on twill: woodland, digital, tiger, desert, splinter

In your harnessProcedural textureMIT

Generate tileable maps of printed camouflage cloth in five pattern families (woodland blobs and branches, digital pixels, tiger stripes, desert with rock spots, splinter shards with rain dashes) on a twill-like weave. Use for uniforms, gear, vehicle covers, tents and military props.

Render of Camouflage prints on twill: woodland, digital, tiger, desert, splinter
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
pattern, blobs, pixels_across, ragged, threads, weave, fading, hue_shift and 2 more
Presets
default, digital_pixels, tiger_stripe, desert_spots, splinter_rain
Tileable
yes
Command line
python camouflage_patterns.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. The five families are invented in the general style of their kind and do not reproduce any issued or trademarked pattern. Layer shapes come from noise fields cut at quantiles, so they are statistically, not exactly, like printed screens. The weave is a pair of diagonal sine ridges at a whole number of threads across the tile, not a modelled twill; it aliases below about three pixels per thread. Fading is a noise mask, not a wear simulation. Occlusion is a blurred-height estimate.

Details

Kind
Procedural texture
Engine
Python 3.10 or later
Files
12 files, 248.0 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
Layered thresholding of fields at quantiles for fixed coverage, Domain-warped fractional Brownian motion for blobs, Ridged noise for thin branch shapes, Per-cell sampling with edge dithering for pixelated patterns, Anisotropic noise lattice for stripes, Worley cells for spots and straight-edged shards, Diagonal sine ridges for a twill-like weave
Tags
texture, pbr, tileable, camouflage, fabric, military, pattern, twill
Identity
library.supply.creative_originals.e642ab8b7ef43ef81c771dbe.a2b3eec727d05669
Version
a2b3eec727d05669ae958723ee138362989ea67d890e76c4e8be5eb628d8a6cd

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

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