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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.

Render of Herringbone and chevron parquet floor
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, 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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