46th procedural texture: zebra-print stripes — base
horizontal stripes with a sinusoidal y-shift in x so they
undulate organically rather than aligning to the row grid.
Two-color (bg + stripe) for the iconic black-on-white animal-
print effect. Each pixel computes y + amplitude*sin(2π*x/wavelength)
then mods by the stripe period.
Useful for animal-print fabric, savanna grass mats, tribal
clothing, fur tiles. Defaults to 24-px period with 8-px
amplitude on an 80-px wavelength wave.
57th procedural mesh: 7-box brazier — square base plate,
narrow vertical stem, wider bowl on top of the stem, and 3
flame boxes of varying heights rising from the bowl. The
flame layout is a triangle (tallest center, two shorter on
either side) so the silhouette reads as fire rather than a
uniform block.
Useful for dungeons, temples, watchtowers, throne rooms,
goblin camps — anywhere a fantasy world needs visible light
sources. Defaults to 0.55m bowl on a 0.80m stem (~1.28m
total height).
45th procedural texture: leopard print spots done as the
union of 4 small overlapping sub-circles per spot. The
sub-circle offsets are jittered per-spot so each spot has
an irregular non-circular silhouette without authoring per-
spot polygons. Two-color (bg + spot) for the classic
leopard look.
Useful for animal-print fabric, fur tiles, druidic robes,
shamanic hide drums, hunter armor textures. Defaults to 60
spots of ~8-px radius across 256×256.
56th procedural mesh: stepped pyramid speaker stand —
configurable number of steps (2..8) tapering from base to top
with equal step heights for visual rhythm, plus a small
lectern box positioned at the back of the top platform so a
speaker has room in front. Top platform is half the base
footprint, with each step shrinking by an equal increment.
Useful for throne rooms, ceremonial dais, NPC speaker
positions, monument bases, judgment platforms. Defaults to
1.60m base × 3 steps with a 0.30m lectern (~0.96m total).
44th procedural texture: scattered angular runes drawn as
3-5 random stroke segments per glyph. Each stroke uses one
of 8 cardinal/diagonal angles (0/45/90/135/...°) so the
strokes read as deliberate runic carvings rather than random
scribbles. Layout is a sparse grid with per-slot jitter and
~5% empty slots so the result looks hand-carved rather than
mechanical.
Useful for ancient ruins, magical zones, dwarven walls,
necromancer altars, druidic shrines. Defaults to a 64-px
grid spacing yielding ~15 runes in a 256×256 image.
55th procedural mesh: 6-box garden sundial — square base
plate at floor, central vertical gnomon slab spanning the
diameter (long axis along Z, the blade that casts a shadow),
and 4 small hour-marker nubs at the cardinal points (N/S/E/W)
around the rim.
Useful for monastery courtyards, mage tower observatories,
druidic stone circles, manor gardens — anywhere a fantasy
world wants visible time-keeping. Defaults to 0.80m square
base with 0.35m gnomon (~0.41m total height).
54th procedural mesh: 5-box cruciform farm pest deterrent —
vertical body post, horizontal cross arm, head box on top of
the body, brimmed hat box that's wider than the head, and a
narrower-but-taller crown box on top of the hat brim. The
cross silhouette + brimmed-hat read as a scarecrow without
needing rotated geometry.
Useful for crop fields, abandoned villages, harvest set
dressing, ritual circles, fields after a battle. Defaults
to 1.80m body × 1.40m arm span (~2.18m total height).
53rd procedural mesh: 6-box rooftop wind indicator — base
plate, tall vertical post, perpendicular N-S and E-W cross
arms (cardinal direction markers), a long horizontal arrow
on top of the cross, and a small tail box at the back end of
the arrow that visually balances the head and gives the arrow
its directional read.
Useful for farm rooftops, chapel spires, town halls,
lighthouse caps, manor turrets — anywhere a fantasy world
wants visible wind direction. Defaults to a 1.50m post with
0.40m cross arms and a 0.55m-half-length arrow (~1.67m total).
52nd procedural mesh: woven straw beehive (skep) — 4 stacked
tiers of decreasing width approximating a dome (100% / 90% /
70% / 40% of base width), an optional foundation plate
underneath, and a small entrance notch box on the +Z face
that reads as a cutout rather than texture detail.
Useful for druidic groves, beekeeper farms, hunter camps,
peasant cottages — anywhere a fantasy world wants honey
production. Defaults to 0.70m base × 0.85m tall with a
small 0.05m foundation plate.
43rd procedural texture: organic crack network done via
recursive random walks from N seed nuclei. Each seed spawns
a crack that walks in a random direction for some length,
then with 60% chance branches into one or two more cracks
of half-remaining length. Most cracks die out after a step
or two, a few branch into longer networks — the bias matches
real-world fissure formation.
Useful for cracked mud, dry earth, broken glass, weathered
stone, dragon skin overlays, ice-shard effects. Defaults
to 12 seeds at 40-px max length. Iterative DFS instead of
true recursion so deep branching chains never blow the
stack.
51st procedural mesh: 5-box wooden gate — 2 vertical posts on
either side and 3 horizontal cross rails (top, middle, bottom)
spanning the opening. The gate sits flat in the X-Y plane
(rails along X, posts along Y) so it can hang in a wall slot
or fence gap without needing rotation.
Useful for fenced fields, manor entrances, pen openings,
courtyard barriers, dungeon archway closures. Defaults to a
1.80m opening with 1.30m-tall posts. Pairs with
--gen-mesh-fence for complete enclosures, exporting through
the open-format ecosystem (WOM -> OBJ / GLB / STL) so designers
can preview the gate-to-fence joinery in any external tool.
Milestone: 50th procedural mesh primitive. 7-box witch's
cauldron — 4 small corner legs at the floor, then three
stacked tiers approximating the curved silhouette of a
cast-iron pot: narrow bottom (60% of rim width), wider mid
(90%), and a still-wider thin rim at the top (100%).
Without rotated faces this stacked-tier approximation is
the cleanest cast-iron-pot read available.
Pairs with --gen-mesh-shrine / --gen-mesh-totem for ritual
and alchemy set dressing — witch huts, druid camps, dungeon
laboratories. Defaults to 0.80 rim width × 0.70 body height
(0.80m total with legs).
42nd procedural texture: hexagonal cell tiling produced by
Voronoi over a triangular seed lattice — alternating-row hex
seeds at horizontal step sqrt(3)*s and vertical step 1.5*s
naturally produce perfect hexagonal Voronoi cells without
needing the full pointy-top hex-tile math.
Border pixels are detected by ratio of second-nearest /
nearest seed distances (1.04x threshold) so border thickness
scales naturally with hex size and stays a couple of pixels
across the whole image. Useful for beehives, dragon scales,
sci-fi panels, magical wards, mosaic tile floors. Defaults
to 16-px hex side.
49th procedural mesh: 5-box backless stool — flat square seat
on 4 short legs at the corners. Smaller-footprint counterpart
to --gen-mesh-bench, pairs with --gen-mesh-table for taverns,
workshops, NPC market stalls, dwarven taprooms.
Defaults to 0.36m square seat at 0.49m total height — typical
3-legged-bar-stool proportions. Customizable per dimension so
the same primitive covers child stools, milking stools, and
tall workshop stools.
41st procedural texture: garden trellis / mesh fence done as
two perpendicular sets of diagonal lines (+45° and -45°)
drawn simultaneously across the whole image so they form
diamond-shaped openings between the lines.
Distinct from --gen-texture-herringbone (which alternates
strip orientation): lattice draws both diagonal sets at every
pixel. Useful for trellises, wire mesh fences, dragon-scale
chain mail, decorative window grilles. Defaults to 24-px line
spacing with 3-px line width.
48th procedural mesh: 5-box wooden shipping crate — main
cube body plus 4 reinforcement posts running along the
vertical edges. The posts extend slightly proud of the body
on each axis so they read as separate rails rather than
texture detail, and don't z-fight the body's faces from any
viewing angle.
Useful for dock yards, warehouse interiors, dungeon room
set dressing, NPC merchant shops. Defaults to a 0.80m cube
with 0.05m post half-thickness.
40th procedural texture: classic gingham picnic-blanket /
shirt fabric — two perpendicular sets of stripes with a
darker color where they cross. The crossing creates the
characteristic 3-tone checker pattern that's distinct from
plain --gen-texture-checker (solid blocks).
Useful for picnic blankets, country tablecloths, NPC shirt
textures, fabric set dressing. Defaults to 16-px stripe
spacing with 8-px stripe width (50% coverage per axis).
47th procedural mesh: 3-box vertical headstone — wide low
base plinth, tall thin main slab on top, and a slightly-
wider decorative crown that acts as a flat-cap stand-in for
the arched-top headstone shape (which would need rotated
faces). Pairs with --gen-mesh-grave (horizontal mound) and
--gen-mesh-coffin for graveyards, dungeon crypts, haunted-
zone set dressing.
Vertical layout: 15% base, 75% slab, 10% crown. Defaults to
0.60 wide x 1.10 tall x 0.18 deep with the base 1.45x wider
than the slab on each footprint axis.
39th procedural texture: classic geometric spider web — N
radial spokes plus M concentric polygonal rings centered on
the image. Spoke pixels are detected by angular distance to
the nearest spoke scaled by radius, so spokes stay constant
pixel width regardless of how far they reach.
Useful for haunted house decals, dungeon corner overlays,
witch-hut interiors, magical-trap ground markers. Defaults
to 8 spokes (every 45 deg) and 5 evenly-spaced rings.
46th procedural mesh: 4-box mailbox — vertical post with a
horizontal box body on top and a small flag (pole + plate)
mounted on the right (+X) side near the front. Useful for
inns, post stations, manor gates, frontier outposts, courier
routes between zones.
Defaults to a 1.10m post + 0.45L x 0.20W x 0.20H body
(~1.44m total). The box body is intentionally slightly wider
than the post on each axis so the body visually caps the
post. Flag plate extends +X away from the body so it reads
as a raised flag from the road side.
38th procedural texture: scattered bubbles done as randomly-
placed circles of varied radii, with bright rim outlines that
stay visible even where bubbles overlap (rim color wins on
any pixel that lies in any bubble's ring band).
Three colors: background, translucent-feeling fill for the
bubble interior, and a bright rim. Defaults to 50 bubbles
of radius 6-24 px with 2-px rims. Useful for water surfaces,
foam patches, soap suds, magical-effect overlays, slime
particle effects.
45th procedural mesh: 4-box signpost — stone base anchor,
tall vertical pole, thin sign board mounted face-out near
the top, and a small decorative cap. Useful for crossroads,
tavern fronts, town entrances, dungeon area markers, quest
hub indicators.
Sign board's long axis runs along Z so the player reads the
sign when facing parallel to the road. Defaults to a 2.5 m
post with a 0.8 x 0.35 m board (~2.7 m total).
37th procedural texture: basket-weave parquet flooring done as
a checkerboard of 2N x 2N cells. Half the cells are split into
two horizontal planks (wood A); the other half are split into
two vertical planks (wood B). Adjacent perpendicular pairs
form the classic interlocked basket-weave.
A third "gap" color paints thin lines along plank edges and
the cell midline, giving the inset / wood-joint appearance.
Defaults to 32-px cells with 1-px gaps. Useful for parlour
floors, manor halls, magical libraries, dwarven flooring.
44th procedural mesh: 7-box water well — 4 stone walls
arranged in a hollow square (interior visible, like a real
well shaft) + 2 vertical roof posts on opposite sides + 1
horizontal cross beam at the top where rope/bucket would
mount. Useful for village squares, courtyards, dungeon
water sources, druidic shrines.
Defaults to 1.4 m square footprint with 0.8 m walls and
1.6 m roof posts (~2.4 m total height). The east/west
walls are shortened so the corner joints line up cleanly
without overlap geometry.
36th procedural texture: scattered ice nuclei with 6-spike
rosettes radiating at 60 deg intervals. Each spike's pixel
intensity falls linearly from full at the seed to zero at
the end of the ray, so spikes fade naturally into the
background. Per-seed angular jitter prevents all rosettes
from aligning to the same orientation.
Useful for winter zones, ice biomes, frosted-window decals,
magical cold-effect overlays. Defaults to 80 seeds with
18-px rays in 256x256.
43rd procedural mesh: 2 vertical rails + N evenly-spaced
horizontal rungs. Sits flat against +Z (the climbing face)
so it can be parented to walls, wagons, ship hulls, mage
tower trapdoors, attic openings, dungeon shafts.
Defaults to 3.0m tall × 0.6m wide with 8 rungs (typical
home/loft ladder). Rung spacing computes as height/(rungs+1)
so the first rung sits a half-step from the floor and the
last rung the same distance from the top — keeps the ladder
visually symmetric regardless of rung count.
35th procedural texture: roof shingles done as half-row-staggered
rows of rectangular tiles. Three colors: shingle base, a shadow
band at the top of each row (where the row above overlaps), and
thin vertical seams between adjacent shingles in the same row.
The half-row stagger comes from the standard roofing convention
of offsetting alternate courses by half a tile width — gives the
classic interlocked look that pure brick patterns lack.
Useful for roofs, scale armor close-ups, fish bellies, anywhere
needing tightly-packed offset rectangles. Defaults to 32x24
shingles with 4-px shadow + 1-px seams.
42nd procedural mesh: 8-box bed — 4 corner legs, mattress
slab, tall headboard at the +Z end, shorter footboard at the
-Z end, and a small pillow on the mattress near the headboard.
Pairs with --gen-mesh-table / --gen-mesh-bookshelf for inn
rooms, manor bedrooms, barracks, dungeon cells.
Defaults to 2.0 × 1.2 (length × width) with 0.30 leg height
and 0.20 mattress thickness — proportions of a single bed.
Customizable per dimension so the same primitive covers
single, double, and king-size beds plus child cots.
34th procedural texture: cathedral / magical-window stained
glass done as a Voronoi-cell tessellation. Each pixel snaps to
its nearest seed point; pixels near a cell boundary (small
relative gap to the second-nearest seed) become the lead color
producing the leaded-glass dividers between colored regions.
Three stained colors cycle across cells (cellIdx % 3) for a
balanced palette without per-cell color authoring. Defaults to
32 cells in 256x256, using ratio-based boundary detection so
lead-line thickness scales naturally with cell density.
Useful for cathedral windows, mage tower decals, magical
portals, ritual circle backdrops.
41st procedural mesh: 4-box urban lighting fixture — square
base plinth, tall thin vertical pole, lantern body box around
the pole top (overlaps so the lamp visually caps the pole),
and a slightly-wider cap plate that reads as an awning.
Useful for streets, plazas, courtyards, taverns — anywhere
that wants explicit lighting fixtures without modeling each
one by hand. Defaults to 3-meter pole + 0.5-meter lantern
(~3.6m total). Customizable per dimension to cover everything
from candlestick-stands to tall ornate streetlamps.
33rd procedural texture: fish / dragon / chain mail scales done
as a half-row-staggered grid of circles whose centers sit at the
bottom-center of each cell. Adjacent rows offset by half a cell
width, with circle radius slightly larger than half the cell, so
the circles interlock into the classic overlapping-scale look.
Three colors: background fills the gaps, scale body fills most of
each circle, and a rim color highlights the top arc to give the
raised / armored feel.
Defaults to 24×16 cells; scaled by cellW × cellH for fine control
of scale density. Useful for chain mail, dragonhide, fish skin,
roof shingles, anywhere needing tiled curved scales.
40th procedural mesh: simple 5-box table — flat top slab on
4 vertical corner legs. Pairs with --gen-mesh-bench /
--gen-mesh-throne / --gen-mesh-bookshelf for taverns,
dining halls, libraries, and study set dressing.
Defaults to 1.6 × 1.0 base × 0.85 tall, 0.10-square legs,
0.06-thick top — sensible dining-table proportions.
Customizable per dimension so a single primitive covers
desks, end tables, and big banquet tables.
32nd procedural texture: classic V-shaped herringbone done as
horizontal strips of parallel slanted lines whose slant
direction flips every strip. Implementation is a per-pixel
shear: shifting x by the row's local-y collapses each diagonal
into a vertical band in shifted-x space, so a single modulo
picks line vs background.
Useful for parquet floors, brick patios, fabric weaves, fish
scale-style chain mail, anywhere needing a strong directional
pattern. Two-color, defaults to 32-px strips with 12-px line
spacing and 4-px line width.
39th procedural mesh: 5-panel cabinet (back / left / right /
top / bottom) divided into N bays by N-1 horizontal shelves,
with rows of pseudo-random book boxes on each level. Book
widths and heights vary per bay (seeded by bay index so
re-generating the same shelf gives the same layout) so the
result reads as a stocked library instead of a perfect grid.
Defaults to 1.5x2.0x0.4 with 4 shelves (~72 books). Useful
for studies, libraries, mage towers, anywhere that needs
filled-out furniture set dressing.
31st procedural texture: classic argyle pattern done by working
in a 45-rotated coord system (u, v) = (x+y, x-y) so lozenges
become axis-aligned squares for the checkerboard step. Diagonal
stitch lines fall out of u%cell and v%cell crossing zero.
Three-color: A/B for the alternating diamond fill, third color
for the diagonal stitch overlay. Defaults to 64-pixel cells with
2-pixel stitches. Useful for sweater fabric, seat cushions,
heraldic banner overlays.
38th procedural mesh: classic 6-sided coffin with the
narrow-head / wide-shoulder / tapered-foot top-down profile
that's instantly recognizable from any angle. Built as 6 side
quads + top lid fan + bottom panel fan, all with face-shared
normals so it shades cleanly under any lighting.
Pairs with --gen-mesh-grave for graveyard set dressing.
Defaults to 2.0×0.8×0.6 (length × shoulder-width × height).
3-color crossing-band pattern: 6-band repeat sequence (A A B
C C B) per axis, with the pixel color at any position being
the average of the horizontal-band and vertical-band colors.
That averaging at intersections produces the characteristic
diamond grid of Scottish tartans without explicit "weave"
math — the band overlap pattern just falls out.
Defaults: bandPx=32 (repeat=192px). Useful for clan banners,
kilts, blanket textures, fabric set dressing. Brings the
procedural texture pattern set to 33.
5-box composite: low pedestal slab + seat block + tall
vertical backrest at -Z + 2 small armrests on the +X/-X
sides. Pedestal is wider than the seat for a stable
foundation, seat thickness is 30% of total seat height.
Defaults: seatW=0.8, seatH=0.5, backH=1.5, pedSize=1.2.
Useful for throne rooms, hero seats, judgement halls,
royal court set dressing. Brings the procedural mesh
primitive set to 37.
Vertical color gradient from dark (bottom) to hot (top), mixed
with multi-octave smooth noise so the flame boundary wavers
randomly rather than reading as a clean horizontal line.
Vertical position curve is squared so the dark stays dark
longer and the hot saturates faster — matches real-flame
appearance where most of the body is dark with a bright tip.
Useful for torches, braziers, magical effects, lava-zone set
dressing, fireplace texture details. Brings the procedural
texture pattern set to 32.
Square cage frame: top + bottom thin slabs + 4 corner posts
(thicker than bars) + N evenly-spaced bars per side. Bars on
each side span perpendicular to that side's plane so the
cage reads as enclosed from any viewing angle.
Defaults: width=1.5, height=2.0, barsPerSide=5, barR=0.04.
Useful for prison cells, animal pens, dungeon set dressing,
caged exhibits. Brings the procedural mesh primitive set to 36.
Water-color background with N branching coral structures
that grow from the bottom edge upward. Each branch walks a
curved path (random angle drift) drawing a thick stroke,
splitting into thinner sub-branches at random intervals so
the result reads as organic coral rather than straight lines.
Iterative stack-based growth (no recursion) with split cap
at 256 to bound runtime. Defaults: branchCount=12, seed=1.
Useful for underwater zones, ocean floor, mer-people set
dressing, swamp coral fungi. Brings the procedural texture
pattern set to 31.
Stack of N square blocks with alternating widths: even-indexed
blocks (0, 2, 4...) get full base width, odd blocks (1, 3, 5...)
get 70% — gives the carved-segment look characteristic of
totem poles.
Defaults: baseW=0.5, 5 segments, segH=0.5. Useful for tribal
zones, druid groves, fairgrounds, primitive village markers.
Brings the procedural mesh primitive set to 35.
Solid PCB background plus N traces that walk the surface in
orthogonal Manhattan style — each trace alternates random
horizontal + vertical segments (3-6 segments per trace,
8-32 px each), with a 3×3 "via" dot at every corner so the
routing reads as intentional rather than random scribbles.
Defaults: traceCount=24, seed=1. Useful for sci-fi panels,
hacker zones, magitek/arcanocore set dressing, robot
texture details. Brings the procedural texture pattern set
to 30.
6-component composite: square base slab + 4 cylindrical
pillars (12-segment, inset by pillarR so they sit fully on
the base) + flat roof slab on top with 5% overhang past the
base footprint. Pillars + roof create an open canopy.
Defaults: size=1.5, pillarH=2, pillarR=0.1, roofT=0.15.
Useful for wayside shrines, gazebos, well covers, market
stalls, religious altars in temples. Brings the procedural
mesh primitive set to 34.
Milestone: kArgRequired entries reaches 300.
3-octave smooth noise field thresholded by `coverage` to make
rust blob regions, blended with the metal base color via a
0.12-wide smoothstep so patches feather into clean metal
rather than stepping. Per-pixel grain jitter on top so neither
material reads as flat.
Defaults: coverage=0.4 (~40% rust), seed=1. Useful for
weathered armor, abandoned machinery, ruined castle gates,
shipwreck debris. Brings the procedural texture pattern
set to 29.
Three-box composite: long thin seat plank on top + 2 leg
slabs at the ends (positioned at 90% along the bench length
to leave a small overhang on each side). Legs are vertical
Y-aligned slabs spanning the full height from floor to
bottom-of-seat, ~5% of bench length thick.
Defaults: length=1.5, seatY=0.5, seatT=0.06, seatW=0.4. Useful
for taverns, plazas, roadside rest stops, council halls.
Brings the procedural mesh primitive set to 33.
Per-cell hash picks one of 3 colors for each square tile, with
1-pixel black grout on the top + left edges of every cell so
tiles read as physically separated. Exit log breaks down how
many tiles got each color so callers can verify the seed
distribution.
Defaults: tilePx=16, seed=1. Useful for cathedral floors,
stained-glass set dressing, ornate plaza paving. Brings the
procedural texture pattern set to 28.
Two-box composite: a wider low base + a vertical tablet
centered on top. Base is deeper than tablet (1.5×) and base
height is 20% of tablet height — proportions that read as a
stable foundation supporting an upright stone.
Defaults: tablet 0.6×1.0×0.15, base width 0.8. Useful for
graveyards, undead zones, memorial set dressing, ruined
chapel courtyards. Brings the procedural mesh primitive set
to 32.
Solid wall background plus N vine paths that walk upward from
the bottom edge with a smooth cosine drift + tiny per-step
horizontal jitter. Each vine paints 2 pixels wide on every row
it visits so the trail reads as a thin band rather than a
single-pixel line.
Defaults: vineCount=8, seed=1. Useful for ruined castle walls,
overgrown ruins, jungle temple textures, ivy-covered facades.
Brings the procedural texture pattern set to 27.
Composite banner: 12-segment vertical pole cylinder with top
and bottom caps + a rectangular flag attached at the top of
the pole, draped along -Z. The flag is two-sided (front faces
+X, back faces -X) so it reads from both viewing angles
without needing backface-culling-disabled materials.
Defaults: poleH=3, poleR=0.05, flagW=0.8, flagH=1.2. Useful
for guild halls, faction territory markers, military camps,
parade dressing. Brings the procedural mesh primitive set
to 31.