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procedural textures

Science fiction greeble panels

Generate tileable PBR maps of science fiction greeble panelling: recursive rectangle subdivision into panels at different levels, with grille slots, corner bolts, recessed ports and light strips in the emissive map. Use for spaceship interiors, corridors, machinery and mech parts.

Recorded render of Science fiction greeble panels

What this component contains

  • ATTRIBUTION.md
  • LICENSE
  • README.md
  • blender_material.py
  • component.json
  • material.tres
  • pngio.py
  • preview.png
  • scifi_greeble_panels.py
  • test_package.py
  • texkit.py
  • verification/native.json

How it works

Entry point
generate
Maps
albedo, normal, roughness, metallic, height, ao, emissive
Parameters
depth, split_chance, seam, level_variation, lights, grilles, hue_shift, saturation and 1 more
Presets
default, dense_machinery, corridor_white, hazard_dark
Tileable
yes
Command line
python scifi_greeble_panels.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)

Recorded checks

godot 4.7.2.stable.official.ed1daf0bf

  • 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

Limits to consider

Panel cuts snap to a 32 by 32 grid, so every panel is an axis-aligned rectangle with no diagonal or rounded panels. One tile holds one subdivision, so a large wall repeats visibly; vary the seed between surfaces. Light strips are emissive colour, not light sources. Occlusion is a blurred-height estimate, not ray traced.