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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.

Render of Human skin pores and micro-relief
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
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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