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Pixel-art snow drifts and glossy ice patches

In your harnessProcedural textureMIT

Generate a tileable pixel-art snow and ice tile at a chosen art resolution: lumpy drift mounds with lit caps and blue shadows, sparkles, glossy ice patches with diagonal highlight streaks, rims and cracks, and dirt for trodden snow, with per-pixel normal, height, roughness and occlusion maps. Use for 2D winter levels.

Render of Pixel-art snow drifts and glossy ice patches
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, mounds, ice, streak_spacing, cracks, sparkles, dirt, relief and 3 more
Presets
default, frozen_pond, packed_snow, glacier
Tileable
yes
Command line
python pixel_snow_ice.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 mound shading and the ice rims; drifts are Voronoi mounds and ice patches thresholded noise, not a snow or freezing model. Streaks are fixed diagonal highlights, not reflections of the scene. Roughness and height are values per drawn class, and 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, 179.8 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 drift mounds shaded by the offset from their seed, Ordered dithering with a 4 x 4 Bayer matrix, Thresholded fractal noise for ice patches, Periodic diagonal streaks broken by hashed segments, Random-walk cracks, Poisson-disc sampling for sparkles, Per-art-pixel normals by central differences
Tags
texture, pixel art, tileable, snow, ice, winter, 2d, game tile
Identity
library.supply.creative_originals.ca126602b35fb235197598f5.fa9307d1898c1ac9
Version
fa9307d1898c1ac94e187da4c96bd6e4c10bd043b5df628e09e0e426eb507530

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

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