Pixel-art lava flow with glowing cracks
In your harnessProcedural textureMIT
Generate a tileable pixel-art lava tile at a chosen art resolution: dark crust plates with lit and shadowed edges over glowing cracks with a pale core, or crust islands in a bubbling lava lake, with an emissive map and per-pixel normal, height, roughness and occlusion maps. Use for volcanic 2D game levels.

What it takes and gives
- Entry point
- generate
- Maps
- albedo, normal, roughness, height, ao, emissive
- Parameters
- art_pixels, plates, crack_width, crust, bubbles, hot_spots, relief, hue_shift and 2 more
- Presets
- default, cooling, lava_lake, toxic_magma
- Tileable
- yes
- Command line
- python pixel_lava_flow.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 flow simulation, and it does not animate; for motion, cycle seeds or shift the emissive strength. The glow is a fixed three-step colour scale of distance to the plate border, not a temperature model, and the albedo also holds the glowing colours so the tile reads without lighting. Plates are Voronoi cells. 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, 178.9 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
- Worley cells with border distance in art pixels, Island plates from the distance to the cell seed, Ordered dithering with a 4 x 4 Bayer matrix for the rim glow, Neighbour tests for lit and shadowed plate edges, glTF emissive map in sRGB, Per-art-pixel normals by central differences
- Tags
- texture, pixel art, tileable, lava, emissive, volcanic, 2d, game tile
- Identity
library.supply.creative_originals.9b941be94832755922d61c5e.fa5e78d583ed6c62- Version
fa5e78d583ed6c620c8464c47dcdf18738370ab43f5a470e62eed29925d4922d
The version is the SHA-256 of the item your harness downloads; every file in it names its own checksum.
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