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Pixel-art tree canopy of shaded leaf clumps

In your harnessProcedural textureMIT

Generate a tileable pixel-art foliage tile at a chosen art resolution: overlapping scalloped leaf clumps shaded in four tones with dark rims, single leaves or needle strokes, deep gaps, fruit and blossoms, with per-pixel normal, height, roughness and occlusion maps. Use for tree tops, hedges and jungle walls in 2D.

Render of Pixel-art tree canopy of shaded leaf clumps
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, clump_radius, coverage, leaf_texture, needles, fruit, relief, hue_shift and 2 more
Presets
default, autumn, cherry_blossom, pine
Tileable
yes
Command line
python pixel_leaf_canopy.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 clump shading; clumps are scalloped discs with a dome height, not individual modelled leaves or branches. Clumps are painted from the top of the tile to the bottom, which suits a canopy seen from the front or slightly above. Fruit and blossoms are tiny fixed sprites. 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, 185.6 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 clump centres, Back-to-front sprite painting with wrap-around, Four-tone shading from the offset along a light direction, Scalloped outlines from a sine of the polar angle, Hashed two-pixel leaves and periodic needle lines, Per-art-pixel normals by central differences
Tags
texture, pixel art, tileable, foliage, leaves, tree, canopy, 2d
Identity
library.supply.creative_originals.83290f87777a0e3564837c14.7d3d38c7f9318a20
Version
7d3d38c7f9318a20545dd10e191295825afa206eda279359874a58834b491dbc

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

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