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Carpet pile seen from above

In your harnessProcedural textureMIT

Generate tileable PBR maps of carpet: cut-pile tuft tips with twisted plies, loop pile in rows, flecked berber loops or long shag strands, with pile shading. Use for floors, rugs, stair runners, car interiors and office carpet in interiors and archviz.

Render of Carpet pile seen from above
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
pile, tufts, tuft_size, twist, flecks, shading, shag_length, hue_shift and 2 more
Presets
default, grey_loop, berber_oat, shag_cream, red_plush
Tileable
yes
Command line
python carpet_pile.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. Seen from straight above: tufts are domes and loops are capsules on a jittered square grid, not modelled yarn; pile depth shows only through height, normals and occlusion. Shag strands are bent two-segment strokes painted with a z-buffer, so very long strands look stiff. Pile shading is noise, not a record of footprints or a vacuum pattern. Patterned rugs, borders and fringes are out of scope. Occlusion is a blurred-height estimate, not ray traced. Colours are artistic.

Details

Kind
Procedural texture
Engine
Python 3.10 or later
Files
12 files, 283.8 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
Jittered tuft grid with whole tuft counts on the torus, Spiral ply highlight from the angle and radius inside each tuft, Superellipse loop capsules along tufting rows, Z-buffered stroke painting of shag strands, Low-frequency noise for pile shading, Height to tangent-space normal by central differences, Cavity occlusion from blurred height
Tags
texture, pbr, tileable, carpet, rug, pile, berber, shag
Identity
library.supply.creative_originals.741f9f711a52c9c503a8d93f.abb2bffa69d3f0dd
Version
abb2bffa69d3f0dddb6d60ec599c4b259f25d2d023114893d18aeb2fb0da31cb

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

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