Pixel-art sand with dithered dunes and ripples
In your harnessProcedural textureMIT
Generate a tileable pixel-art sand tile at a chosen art resolution: broad dune shading turned into stepped Bayer-dithered bands, wavy wind ripple lines with light crests and shadowed troughs, shells and pebbles, with per-pixel normal, height, roughness and occlusion maps. Use for beaches and deserts in 2D games.

What it takes and gives
- Entry point
- generate
- Maps
- albedo, normal, roughness, height, ao
- Parameters
- art_pixels, dunes, dune_shading, ripple_spacing, ripple_slant, ripples, shells, pebbles and 4 more
- Presets
- default, desert_dunes, white_coral, black_sand
- Tileable
- yes
- Command line
- python pixel_sand_dunes.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 shading; dunes and ripples are periodic waves bent by noise, not a wind or sediment model. Ripple frequencies are whole numbers across and down the tile so the pattern repeats exactly, which limits slants to whole steps. Shells and pebbles 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, 179.0 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
- Ordered dithering with a 4 x 4 Bayer matrix, Periodic waves with whole-number frequencies, Phase bending by low-frequency fractal noise, Crest and trough lines from the fractional phase, Small sprite stamping with wrap-around, Per-art-pixel normals by central differences
- Tags
- texture, pixel art, tileable, sand, desert, beach, dithering, 2d
- Identity
library.supply.creative_originals.115892ad943889c2f6225feb.f5f8f9a4ed676542- Version
f5f8f9a4ed676542e3b80e24c44a1f6bbe9f22c554e51f64fb9fccb9b42b6b91
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