Pixel-art wooden planks with grain, knots and nails
In your harnessProcedural textureMIT
Generate a tileable pixel-art plank floor or wall at a chosen art resolution: staggered boards with dark gaps, highlight and shadow edges, hand-drawn grain lines, knots and nail heads, with per-pixel normal, height, roughness and occlusion maps. Use for floors, decks, crates and cabin walls in 2D games.

What it takes and gives
- Entry point
- generate
- Maps
- albedo, normal, roughness, height, ao
- Parameters
- art_pixels, planks, boards_per_row, grain, waviness, knots, nails, relief and 3 more
- Presets
- default, dark_walnut, pale_birch, weathered_grey
- Tileable
- yes
- Command line
- python pixel_wood_planks.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, not a physically based wood: grain is a pattern of one-pixel lines rather than growth rings, and the light from the top left is baked into the edge colours. Boards run across the tile only, and plank rows are limited to a quarter of the art size. Nails are single dark pixels with a highlight on tall planks. Roughness and height are values per drawn class; 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, 177.7 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
- Board and joint layout at whole art pixels with wrap-around, Grain lines from level sets of row position plus periodic noise, Noise-broken line segments, Bevel shading with highlight and shadow rows, Per-art-pixel normals by central differences
- Tags
- texture, pixel art, tileable, wood, planks, floor, 2d, game tile
- Identity
library.supply.creative_originals.d82daa33850d569d475e91e1.21f37c4c1ad02a00- Version
21f37c4c1ad02a007f49cfb3e47a6a18d5cd84d0745a12c0df9d16f2b9f8f075
The version is the SHA-256 of the item your harness downloads; every file in it names its own checksum.
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