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Procedural Texture Generation for ZX

@nethercore-systems/nethercore-ai-plugins
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SKILL.md

name Procedural Texture Generation for ZX
description Generate textures for ZX 3D meshes using Python + NumPy + FastNoiseLite. **Triggers:** "generate texture", "procedural texture", "noise pattern", "MRE texture", "albedo", "matcap", "seamless texture". **Before generating:** Check `.studio/visual-style.md` for project style specs. **Load references when:** - Render modes (0-3), MRE/SSE → `references/render-modes.md` - Noise algorithms → `references/noise-algorithms.md` - Material recipes → `references/material-recipes.md` - Matcap library → `references/matcap-generation.md` - Layer composition → `references/layer-system.md` - Atlas packing → `references/atlas-packing.md` - Seamless tiling → `references/seamless-textures.md` - Project structure → `generator-patterns` skill **Related skills:** - NORMAL MAPS: `procedural-normal-maps` - UV-AWARE TEXTURING: `mesh-texturing-workflows` - 2D SPRITES: `procedural-sprites`
version 2.3.0

Procedural Texture Generation

Generate game-ready textures using Python with Pillow, NumPy, and FastNoiseLite.

pip install pillow numpy pyfastnoiselite

Output Requirements

  • Format: PNG (RGBA or RGB)
  • Resolution: Power of 2 (64, 128, 256, 512 max)
  • Aesthetic: Low Poly / N64 / PS1 / PS2 era

Render Mode Quick Reference

Mode Maps Use Case
0 Albedo UI, sprites, flat-shaded
1 Albedo + Matcaps Stylized toon
2 Albedo + MRE Modern PBR
3 Albedo + SSE + Specular Retro PS1/N64

See references/render-modes.md for complete mode documentation.

Quick Start

Create a texture spec under .studio/specs/textures/ and run the unified generator.

Noise Algorithms

Algorithm Best For
Perlin Smooth organic patterns
Simplex Faster Perlin, fewer artifacts
Cellular Cells, cracks, scales
Value Hard-edged noise
Fractal FBM Complex organic detail

See references/noise-algorithms.md for complete reference.

Multi-Layer Composition

1. BASE: Solid color + subtle noise
2. DETAIL: Perlin/Simplex overlay
3. FEATURES: Scratches, cracks, grain
4. WEATHERING: Rust, stains, dust
5. FINAL: Contrast, color grading

See references/layer-system.md for layer system details.

Spec-Based Workflow

Create .spec.py files for deterministic generation:

TEXTURE = {
    "texture": {
        "name": "wood_plank",
        "size": [256, 256],
        "layers": [
            {"type": "solid", "color": 0.5},
            {"type": "wood_grain", "ring_count": 12, "blend": "multiply"},
            {"type": "noise", "noise_type": "perlin", "scale": 0.15, "opacity": 0.3}
        ],
        "color_ramp": ["#4A3728", "#6B4423", "#8B4513"]
    }
}

Run: python .studio/generate.py --only textures

Layer types: solid, noise, gradient, wood_grain, brick, checkerboard, stripes Blend modes: normal, multiply, add, screen, overlay, soft_light

Console Constraints

Constraint Limit
Max resolution 512 x 512
Sizes Power of 2
VRAM budget 4MB total

File Organization

.studio/specs/textures/
├── wood_plank.spec.py
└── metal_brushed.spec.py

generated/textures/
├── wood_plank.png
└── metal_brushed.png

See generator-patterns skill for full project setup.