Pixel-art crystal cave wall with glowing gems
In your harnessProcedural textureMIT
Generate a tileable pixel-art cave wall at a chosen art resolution: lumpy rock shaded from a top-left light, clusters of faceted pencil-shaped crystals with lit and dark faces, glints and outlines, and a glow halo on the rock, with an emissive map plus per-pixel normal, height, roughness and occlusion maps.

What it takes and gives
- Entry point
- generate
- Maps
- albedo, normal, roughness, height, ao, emissive
- Parameters
- art_pixels, clusters, crystals, crystal_length, glow, lumps, relief, hue_shift and 2 more
- Presets
- default, ice_blue, emerald, fire_ruby
- Tileable
- yes
- Command line
- python pixel_crystal_cave.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; the glow does not pulse or light the scene. The light from the top left is baked into the rock tones and crystal faces. Crystals are flat five-sided polygons with two faces, not modelled prisms, and on a 16-pixel grid they shrink to a few pixels. Rock lumps come from fractal noise. Emission strength is set in the engine; the map holds colour only. 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, 183.3 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
- Posterized slope lighting of a periodic height field, Signed distance to a polygon for crystal rasterization, Face shading by the side of the crystal axis, Poisson-disc sampling on a torus for clusters, Ordered dithering for the outer glow ring, glTF emissive map in sRGB, Per-art-pixel normals by central differences
- Tags
- texture, pixel art, tileable, cave, crystal, gems, emissive, 2d
- Identity
library.supply.creative_originals.36290db0a1a2278267d5767b.c5c52c5f5c75e710- Version
c5c52c5f5c75e710078df18e29ce46c23f3daf4ffdc05048738e38179a7e37cd
The version is the SHA-256 of the item your harness downloads; every file in it names its own checksum.
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