Baltor Get started

Gallery / Procedural textures

Fur pelt from strands along a flow field

In your harnessProcedural textureMIT

Generate tileable PBR maps of animal fur: thousands of tapered strands combed along a smooth flow field, gathered into locks, with banded hairs and coat patterns (solid, tabby stripes, spots or rosettes). Use for creature and animal skins, fur trims, rugs, plush toys and stylized characters.

Render of Fur pelt from strands along a flow field
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
length, thickness, coverage, swirl, clumping, pattern, banding, gloss and 3 more
Presets
default, leopard_rosettes, black_glossy, white_fluffy, dalmatian_spots
Tileable
yes
Command line
python fur_strands.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. Fur is painted as flat strands in a height field, so it reads as fur lying flat seen from above; it is not hair geometry, cards or shells, and it has no silhouette fuzz, anisotropic hair shading or translucency. Strands are three straight segments each, so long fur looks combed rather than tangled. Coat patterns are stylized periodic fields (stripes, spots, rings), not species markings. Strands are drawn at least about a pixel wide, so the strand count drops at small sizes. Occlusion is a blurred-height estimate.

Details

Kind
Procedural texture
Engine
Python 3.10 or later
Files
12 files, 275.6 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
Periodic noise flow field around a main lie direction, Strand tracing in three steps along the flow, Clump attraction of strand tips on a jittered clump grid, Z-buffered tapered capsule painting with wrap-around, Coat pattern sampled at each strand root, Agouti banding as a colour band along the strand, Height to tangent-space normal by central differences
Tags
texture, pbr, tileable, fur, hair, pelt, animal, creature
Identity
library.supply.creative_originals.d6dd8d3ef2ea7611a812d14c.e67fe22f2d89e400
Version
e67fe22f2d89e400e8791ab929de3dc58ff1cbd49eec4b56ef8303ce19b8beb9

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

Something wrong with this item, its rights or its safety? Report it on the support page, or from your harness after a download.