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Pixel-art sky with puffy outlined clouds

In your harnessProcedural textureMIT

Generate a pixel-art sky tile that repeats both ways at a chosen art resolution: a flat sky with faint dithered patches, cumulus clouds of round puffs on a flat base, lit from the top left with an optional outline, and stars at night, plus per-pixel normal, height, roughness and occlusion maps. For 2D backgrounds.

Render of Pixel-art sky with puffy outlined clouds
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
art_pixels, clouds, cloud_width, puffiness, outline, stars, relief, hue_shift and 2 more
Presets
default, sunset, night, storm
Tileable
yes
Command line
python pixel_cloud_sky.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. A still frame of stylized pixel art, not a cloud simulation; for parallax motion, scroll the tile. The sky has no vertical gradient, because a gradient would not repeat vertically. Clouds are unions of circles with a flat base, painted from the top of the tile down, and the light from the top left is baked into their tones. Height and roughness only matter for lit 2D or 3D use. Output sizes that are not a whole multiple of art_pixels give art pixels of unequal widths. Occlusion is a blurred-height estimate posterized to eighths.

Details

Kind
Procedural texture
Engine
Python 3.10 or later
Files
12 files, 174.2 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
Poisson-disc sampling on a torus for cloud placement, Clouds as unions of circles cut by a base line, Tone selection from the offset along a light direction, One-pixel outlines from four-neighbour tests, Ordered dithering with a 4 x 4 Bayer matrix for sky patches, Per-art-pixel normals by central differences
Tags
texture, pixel art, tileable, sky, clouds, background, 2d, game tile
Identity
library.supply.creative_originals.162679e83b67714768d2b516.2aa4bd21249e1ca2
Version
2aa4bd21249e1ca26edc628468bc2fff7f8d6aa715044b9e0271ef8ed5170072

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

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