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Merge branch 'master' of https://github.com/RodZill4/godot-procedural-textures
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README.md
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README.md
@ -2,110 +2,7 @@ This is a tool based on the Godot game engine that can be used to create texture
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Its user interface is based on Godot's GraphEditor: textures are described as interconnected texture generators and operators.
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![Screenshot](doc/screenshot.png)
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More details in the [user manual](https://rodzill4.github.io/godot-procedural-textures/doc/).
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## Generators
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![Screenshot](addons/procedural_material/doc/images/screenshot.png)
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### Image
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This node reads a bitmap from disk
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### Pattern
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This generator creates a greyscale image by mixing an horizontal and a vertical pattern.
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Patterns can either be based on a sine, triangle, square, saw or "constant" waveform (i.e. the color as function of the x or y coordinate).
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The frequency (number of waves per unit) can be configure for both axes.
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Mix functions can also be configured.
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![Pattern](doc/pattern.png)
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### Bricks
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This generator creates bricks greyscale patterns.
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The Bricks generator has 5 parameters:
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* the number of brick rows
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* the number of bricks per row
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* the offset between even and odd rows
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* the mortar space between bricks
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* the bevel at the edge of the bricks
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The bricks generator has 2 output:
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* the first one will show mortal as black and bricks as white (bevel being shown as a gradient). It can be used as mask to mix brick and mortar, or to generate depth and normal textures
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* the second one will just show a different color for each brick. It can be used to affect the brick's colors (and will be used in the future to offset textures).
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![Bricks pattern](doc/bricks.png)
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### Perlin Noise
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The Perlin Noise generator creates a greyscale pattern and has 4 parameters:
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* the horizontal and vertical scale of the first iteration
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* the number of iteration
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* the persistence (the weight ratio between 2 iterations)
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![Perlin Noise](doc/perlin.png)
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### Voronoi Noise
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The Voronoi Noise generator creates greyscale patterns based on Voronoi diagrams and has 3 parameters:
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* the horizontal and vertical scale (the number of feature points)
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* the "intensity" of the noise (used to adjust the generated color)
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The Voronoi generator has 3 outputs:
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* The first output shows a greyscale image where intensity depends on the distance to the cell centers
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* The second output shows a greyscale image where intensity depends on the distance to the cell edges
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* The third output shows a different color for each cell.
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![Voronoi Noise](doc/voronoi.png)
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## Filters
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### Colorize
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This filter accepts a greyscale image as input and is configured using a gradient. The output image is obtained by applying the gradient to the greyscale image (the example below shows a colorized perlin noise).
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![Colorize](doc/colorize.png)
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### Blend
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This filter accepts 2 inputs and an optional mask and blends the 2 images according to the selected blend algorithm.
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### Blur
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This node applies a Gaussian blur to the input image.
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### Combine
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This node accepts 3 greyscale images as inputs (one for each R, G and B channels) and combines them into a single image. It is useful to create textures that combine distinct features (for example Metallic and Roughness for Godot's Spatial materials).
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### Emboss
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This node creates a lighting effect from a greyscale image, with a configurable light direction.
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![Emboss](doc/emboss.png)
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### Normal map
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This node creates a normal map from a greyscale height map.
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### Transform
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This node applies a transform (translation, rotation, and scale) to its input image. Whether the input image is clamped or repeated when downsizing is configurable.
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This can be combined with the pattern node to create a great variety of shapes.
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### Warp
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This node deforms an input image according to the gradient of another image (generally perlin noise).
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![Warp](doc/warp.png)
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## Miscellaneous
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### Material
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This node defines the material shown in the 3d preview. It accepts textures for a subset of the PBR lighting model as implemented in the Godot engine. When exporting the material, each texture will be saved as a PNG file named after the project's name and a suffix for each material node input.
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### Export
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This node can be used to export extra PNG files (for example a combined PNG to be used with Godot materials).
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