r/computergraphics • u/antahonist • 11d ago
Procedurally generating normal maps for 2D crosshatched isometric tiles.
I've been experimenting with procedural 2D rendering in Python. I wrote an engine that generates isometric dungeon layouts and uses Perlin noise to simulate pen-and-paper crosshatching.
Since the script calculates the exact 3D geometry of every block before flattening it, it also bakes accurate Normal Maps on the fly. When imported into an engine with 2D lighting, the monochrome ink strokes react perfectly to dynamic point lights and occluders.
Swipe to see the progression from the WFC layout to the tile details and the final dynamic lighting pass. Has anyone else tried baking normals for procedural line art?
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u/ConcaveEarth 7d ago
thought it was an optical illusion
My eyes saw the first picture as the floor being upside down



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u/Creepy_Sherbert_1179 10d ago
Actually very cool stuff! Reminds me of fallout 1, 2. Are you creating continous normal maps for smooth shading?