Pixel-art rock with ore nuggets and gems
In your harnessProcedural textureMIT
Generate a tileable pixel-art rock tile at a chosen art resolution: bevelled stone chunks with one-pixel crevices, evenly spread clusters of gold, iron or copper nuggets or gems with highlights, and cracks, with metallic, normal, height, roughness and occlusion maps. Use for mining walls and cave blocks in 2D games.

What it takes and gives
- Entry point
- generate
- Maps
- albedo, normal, roughness, metallic, height, ao
- Parameters
- art_pixels, chunks, ore, nuggets, cracks, relief, hue_shift, saturation and 1 more
- Presets
- default, iron_ore, diamond_gems, copper_patina
- Tileable
- yes
- Command line
- python pixel_ore_rock.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 chunk edges and nugget sprites; it is not a geological model, and ore colours are artistic. Chunks are Voronoi cells and nuggets are four or five-pixel sprites, so a 16-pixel grid shows two-by-two nuggets only. Gems are smooth dielectrics and metal ores fully metallic, with nothing in between. 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, 185.4 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 as stone chunks with one-pixel crevices, Neighbour tests for lit and shadowed chunk edges, Poisson-disc sampling on a torus for ore clusters, Small sprite stamping with highlight and shadow pixels, Random-walk cracks, Per-art-pixel normals by central differences
- Tags
- texture, pixel art, tileable, rock, ore, gems, mining, 2d
- Identity
library.supply.creative_originals.6e433c5b4ffbd736378370e3.15a02f422273b002- Version
15a02f422273b002e53cb98cab7c7ca9c7f115822df0b9815d89d5220af4ce1a
The version is the SHA-256 of the item your harness downloads; every file in it names its own checksum.
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