Herringbone and chevron parquet floor
In your harnessProcedural textureMIT
Generate tileable PBR maps of wood parquet in herringbone, double or triple herringbone and chevron, with exact periodic layouts, grain along each plank, bevelled joints, lacquer or oil finish and wear. Use for floors of rooms, halls and furniture panels.

What it takes and gives
- Entry point
- generate
- Maps
- albedo, normal, roughness, height, ao
- Parameters
- pattern, ratio, planks, repeats, joint_width, bevel, grain_contrast, figure and 6 more
- Presets
- default, double_walnut, chevron_ash, smoked_rustic
- Tileable
- yes
- Command line
- python herringbone_parquet.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 zigzag always runs along the tile height at 45 degrees; other angles need a rotated UV. Grain is a geometric ring model (wavy lines bent into arches, finer rings and pore streaks), not wood anatomy: there are no knots, ray fleck or end grain. Blocks are flat with a slight tilt; there is no cupping, gapping by season or borders. At small output sizes the joints are thinner than a pixel and fade into the albedo. Occlusion is a blurred-height estimate, not ray traced.
Details
- Kind
- Procedural texture
- Engine
- Python 3.10 or later
- Files
- 12 files, 250.3 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
- Herringbone partition by (x - floor(y)) mod 2r in an axis-aligned frame, 45 degree frame rotation chosen so both lattice periods land on the square tile, Chevron columns of parallelograms with alternating slope, Per-plank hashing for tone, grain frequency, runout and arch, Smooth one-dimensional value noise for grain waviness and pores, Height to tangent-space normal by central differences
- Tags
- texture, pbr, tileable, wood, parquet, herringbone, chevron, floor
- Identity
library.supply.creative_originals.60fb1810731bd60c450acac5.cb5a4d6ba4cec602- Version
cb5a4d6ba4cec602816768530a5d175cd42a4d6c105cf19c3b297dd9d943d790
The version is the SHA-256 of the item your harness downloads; every file in it names its own checksum.
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