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Pixel-art cobblestone path with grass joints

In your harnessProcedural textureMIT

Generate a tileable pixel-art cobblestone or sett path at a chosen art resolution: outlined superellipse stones from round cobbles to square setts, shaded from a top-left light, with grass tufts or dirt in the joints and wet glints, plus per-pixel normal, height, roughness and occlusion maps. Use for 2D roads.

Render of Pixel-art cobblestone path with grass joints
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, stones, roundness, stone_size, jitter, grass, wet, relief and 3 more
Presets
default, sandstone_setts, wet_night, mossy_path
Tileable
yes
Command line
python pixel_cobblestone_path.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. Stylized pixel art with the light from the top left baked into the stone shading. Stones sit on a jittered grid, one per cell, so the layout stays orderly; there are no curved courses or fan patterns. Shapes are superellipses with a dome height. Wetness lowers roughness and adds glints but draws no puddles or reflections. The normal map treats each art pixel as a flat facet. 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, 183.8 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
Jittered grid with half-stone row offset on a torus, Superellipse distance blending square and round stones, Nearest-shape ownership among the nine neighbouring cells, Tone selection from the offset along a light direction, Per-art-pixel normals by central differences
Tags
texture, pixel art, tileable, cobblestone, path, road, stone, 2d
Identity
library.supply.creative_originals.f2b38d7d36c0b1515c311dc0.a9b08176280cd27e
Version
a9b08176280cd27e0a898a76060eff7efb5170f8ffc4b929e742bb4fc87f0246

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

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