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Opus vermiculatum tesserae mosaic

In your harnessProcedural textureMIT

Generate tileable PBR maps of opus vermiculatum mosaic: rows of small tesserae that ring round motifs, outline them and fill the background, meeting along irregular seams, in stone, terracotta or glass smalti with metallic gold. Use for Roman and Byzantine floors, walls, pools and panels.

Render of Opus vermiculatum tesserae mosaic
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, metallic, height, ao
Parameters
motifs, motif_size, tessera_size, grout_width, irregularity, outline_rows, relief, gloss and 4 more
Presets
default, gold_smalti, sea_rings, earth_stone
Tileable
yes
Command line
python mosaic_tesserae.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. Motifs are discs, so every row is a ring around one disc; figurative designs, borders and andamento along arbitrary curves are out of scope. Tesserae are annular sectors trimmed by random amounts, an approximation of hand-cut squares, and the innermost rings of a motif hold a few wedge-shaped pieces. Gold smalti are drawn as metallic gold faces, not glass over leaf. Occlusion is a blurred-height estimate, not ray traced.

Details

Kind
Procedural texture
Engine
Python 3.10 or later
Files
12 files, 266.6 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
Signed distance to the nearest disc on a torus, Rings of constant width from quantized distance (andamento following outlines), Whole numbers of tesserae per ring from the ring circumference, Per-tessera hashing for trims, tilt, lift and colour, Tileable Poisson disc placement of motifs, Height to tangent-space normal by central differences
Tags
texture, pbr, tileable, mosaic, tesserae, roman, byzantine, smalti
Identity
library.supply.creative_originals.e22384c5b5025d26ec529b77.1804484f179e7f34
Version
1804484f179e7f34971ad0c14f4db6d9044b4017ee859f4fcd3601c9c2cf2b6a

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

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