Human skin pores and micro-relief
In your harnessProcedural textureMIT
Generate tileable PBR detail maps of human skin: pores of varied size, the polygonal furrow network stretched along tension lines, aged creases, melanin and redness variation, freckles and oily or dry roughness, in several skin tones. Use as tiling detail on characters, faces, hands and creature skin.

What it takes and gives
- Entry point
- generate
- Maps
- albedo, normal, roughness, height, ao
- Parameters
- pores, pore_size, pore_depth, furrows, furrow_depth, anisotropy, creases, redness and 5 more
- Presets
- default, fair, deep_tone, back_medium, aged, freckled
- Tileable
- yes
- Command line
- python skin_pores.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. This is tiling micro-detail, not a full skin material: there is no subsurface scattering, no colour map of a face or body, and no layout by region (nose, forehead, cheek). Pores sit on a jittered grid, furrows are borders of warped anisotropic cells and creases are ridged noise, all stylized approximations of real dermal structure. Skin tones are artistic presets, not measured; use the albedo as a tint or overlay over a character's own colour. Relief is small, so the normal map carries most of the effect. Occlusion is a blurred-height estimate.
Details
- Kind
- Procedural texture
- Engine
- Python 3.10 or later
- Files
- 12 files, 227.3 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
- Pits at jittered grid points with a 3 x 3 neighbour search, Anisotropic Worley cell borders for the furrow network, Domain warping of the furrow network, Ridged noise for aged creases, Low-frequency noise for melanin, redness and oily areas, Clustered round spots for freckles, Height to tangent-space normal by central differences
- Tags
- texture, pbr, tileable, skin, pores, character, human, detail map
- Identity
library.supply.creative_originals.c1ee8b7e98f8db04829b055b.e0c17657e40ae26a- Version
e0c17657e40ae26a74721687297d25dee5df26b9ba3820356a9c0506306e7238
The version is the SHA-256 of the item your harness downloads; every file in it names its own checksum.
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