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.

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
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