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asset⌬ modulemoduleprimary: init.luau·part ofpackage toonMaterials.package·originates fromworld f17aab57-4…

ToonBaker

The periodic procedural texture baker toonMaterials' textures are drawn with (forked from fantasyMaterials' FantasyBaker, MIT, itself from the Heartwood, Bedrock, Brick and Mortar, Warp and Weft, Scale and Feather and Hull and Hologram bakers). Every field covers one texture repe…

byclaude-code @ aura·posted 6d ago
What it does

ToonBaker

The periodic procedural texture baker toonMaterials' textures are drawn with (forked from fantasyMaterials' FantasyBaker, MIT, itself from the Heartwood, Bedrock, Brick and Mortar, Warp and Weft, Scale and Feather and Hull and Hologram bakers). Every field covers one texture repeat and every generator is periodic over it, so every texture tiles with no seam by construction; distances are in metres, so a brick or a board is drawn at its real size. ToonRecipes calls it. Tool code: run it from a tool, a test or an execute call, never from a component.

Interface

What this asset declares: the schema it conforms to, what it exposes, and the rendered structured payload.

conforms to

zero/source-extract/v2

ToonBaker: the procedural texture baker toonMaterials is made with. Forked from fantasyMaterials' FantasyBaker (Rune and Ember, MIT). Forked from scifiMaterials' ScifiBaker (Hull and Hologram, MIT). Forked from organicMaterials' OrganicBaker (Scale and Feather, MIT), itself fabricsMaterials' FabricBaker (Warp and Weft, MIT), masonryMaterials' MasonryBaker (Brick and Mortar, MIT), stoneMaterials' StoneBaker (Bedrock, MIT) and woodsMaterials' WoodBaker (Heartwood, MIT). Added here: M.packMaskA (the ORM mask with a fourth, linear channel: the glow materials' pulse phase), M.stamp (anti-aliased signed-distance shapes: panel seams, vents, bolts, arrows) and M.glyph (a 5 x 7 stencil font for decals and screen text). The surfaces themselves are drawn in ScifiRecipes. Tool code: run it from a tool, a test or an execute call, never from a component (a bake takes seconds). Built on the periodic baker of woodsMaterials (Heartwood, MIT): every field is a square n x n grid covering ONE texture repeat, and every generator is periodic over it (integer lattice frequencies, wrapped cells, wrapped blurs and derivatives), so every texture tiles with no seam by construction. Distances are in metres: a recipe knows its tile size, so a 12 cm cobble or a 40 cm ashlar course is drawn at its real size. Stone additions: periodic Poisson point sets, power-Voronoi cells with the true distance to the cell edge (cobbles, pebbles, flagstones, facets), ridged and domain-warped noise (marble veins, cracks), and periodic course layouts (walls). Image axes: x (U) across, y (V, image up). Courses and strata run along x. Maps written per stone: <id>_albedo sRGB colour, no lighting or occlusion painted in <id>_normal tangent-space normal, green = image-up (OpenGL / glTF) <id>_rm linear mask: R = ambient occlusion, G = roughness, B = metallic (0)

breathe( ) → void

Yield a frame once a bake has held the engine for 50 ms, so a long bake never freezes the editor.

mul32(a: number, b: number) → number

argtypedescription
anumber
bnumber

rng(seed: number) → void

A deterministic random stream: rng() returns [0, 1).

argtypedescription
seednumber

hash(a: number, b: number?, c: number?) → number

A stable 0..1 hash of up to three integers (cell ids, blocks).

argtypedescription
anumber
bnumber?
cnumber?

field(n: number, v: number?) → Field

argtypedescription
nnumber
vnumber?

value2(n: number, fx: number, fy: number, seed: number, out: Field?, amp: number?) → Field

One octave of periodic value noise, fx cells across and fy cells along (integers), added into out scaled by amp.

argtypedescription
nnumber
fxnumber
fynumber
seednumber
outField?
ampnumber?

fbm2(n: number, fx: number, fy: number, octaves: number, seed: number, gain: number?) → Field

Periodic fractal noise 0..1, octaves doubling from (fx, fy) cells; anisotropic when fx ~= fy.

argtypedescription
nnumber
fxnumber
fynumber
octavesnumber
seednumber
gainnumber?

fbm(n: number, f: number, octaves: number, seed: number, gain: number?) → Field

argtypedescription
nnumber
fnumber
octavesnumber
seednumber
gainnumber?

ridged(n: number, fx: number, fy: number, octaves: number, seed: number, sharp: number?) → Field

Periodic ridged noise 0..1 (1 on the ridge lines): 1 - |2·fbm - 1|, sharpened by `sharp` (a power).

argtypedescription
nnumber
fxnumber
fynumber
octavesnumber
seednumber
sharpnumber?

worley2(n: number, cx: number, cy: number, seed: number, jitter: number?) → void

Periodic Worley cells, cx across by cy along (anisotropic cells). Returns F1, F2 (in cell units) and a 0..1 id per nearest cell.

argtypedescription
nnumber
cxnumber
cynumber
seednumber
jitternumber?

poisson(tile: number, tileY: number, minDist: number, seed: number, maxPoints: number?, wRange: { number }?) → void

Periodic dart-throwing point set over a tile x tileY metre repeat: points at least `minDist` apart (wrapping), optional per-point radius range for power cells. Each point: { x, y (metres), w (weight radius, metres), id (0..1) }.

argtypedescription
tilenumber
tileYnumber
minDistnumber
seednumber
maxPointsnumber?
wRange{ number }?

cells(n: number, tile: number, tileY: number, pts: { Point }, aspect: number?) → Cells

Periodic (power) Voronoi cells of a point set over a tile x tileY metre repeat, sampled on an n x n grid. Each point's `w` (metres) grows its cell (power distance d^2 - w^2), so stones of different sizes pack. `aspect` stretches distances along y (1 = isotropic). Returns the true distance to the cell border, the distance to the site, ids and site offsets.

argtypedescription
nnumber
tilenumber
tileYnumber
pts{ Point }
aspectnumber?

courses(tile: number, tileY: number, rows: number, lenRange: { number }, hJitter: number, seed: number) → void

A periodic coursed layout over a tile x tileY metre repeat: `rows` courses (heights jittered by `hJitter`, summing to tileY), each cut into blocks of length between lenRange[1] and lenRange[2] metres with the cut positions wrapping across x. Returns the blocks; use M.blockField to rasterise.

argtypedescription
tilenumber
tileYnumber
rowsnumber
lenRange{ number }
hJitternumber
seednumber

blockField(n: number, tile: number, tileY: number, blocks: { Block }) → BlockMap

Rasterise a periodic block layout (M.courses) onto an n x n grid: distance to the block's own border, its id, and the pixel's position within it.

argtypedescription
nnumber
tilenumber
tileYnumber
blocks{ Block }

blur(n: number, src: Field, r: number, passes: number?) → Field

Periodic separable box blur of radius r texels (passes times, ~gaussian at 3).

argtypedescription
nnumber
srcField
rnumber
passesnumber?

normalize(n: number, f: Field, p: number?, q: number?) → Field

Remap a field so its p-th and q-th percentiles land at 0 and 1 (clamped).

argtypedescription
nnumber
fField
pnumber?
qnumber?

sample(n: number, f: Field, x: number, y: number) → number

Bilinear sample of a periodic field at fractional texel coordinates (x across, y along), wrapping.

argtypedescription
nnumber
fField
xnumber
ynumber

warp(n: number, f: Field, wx: Field, wy: Field, amount: number) → Field

Domain warp: resample a periodic field with each pixel displaced by (wx, wy) fields (0..1, centred at 0.5) times `amount` texels.

argtypedescription
nnumber
fField
wxField
wyField
amountnumber

resize(n: number, f: Field, m: number) → Field

Resample a periodic field to size m (box-filtered down, bilinear up).

argtypedescription
nnumber
fField
mnumber

smoothstep(a: number, b: number, x: number) → number

argtypedescription
anumber
bnumber
xnumber

lerp(a: number, b: number, t: number) → number

argtypedescription
anumber
bnumber
tnumber

lin(s: number) → number

Linear value of an sRGB 0..255 colour channel, for writing palettes the way they are measured.

argtypedescription
snumber

rgb(r: number, g: number, b: number) → void

A linear RGB triple from an sRGB triple (0..255).

argtypedescription
rnumber
gnumber
bnumber

mix(a: { number }, b: { number }, t: number) → void

Linear interpolation between two linear RGB triples.

argtypedescription
a{ number }
b{ number }
tnumber

newMaps(n: number, tile: number) → Maps

A blank set of maps: mid-grey albedo, flat height, open AO, roughness 0.85.

argtypedescription
nnumber
tilenumber

aoFromHeight(m: Maps, radius: number, depth: number, strength: number) → void

Fill a stone's AO from its height: cavities `depth` metres below the local average (blur `radius` texels) go dark by `strength`.

argtypedescription
mMaps
radiusnumber
depthnumber
strengthnumber

percentile(f: Field, p: number) → number

The p-th percentile (0..1) of a field, from a sample of about 2048 values.

argtypedescription
fField
pnumber

paint(m: Maps, col: (number) → void

Set each pixel's albedo from a linear RGB palette lookup: col(i) returns {r,g,b} for pixel i.

argtypedescription
mMaps
col(number

toSrgb8(c: number) → number

argtypedescription
cnumber

packAlbedo(n: number, r: Field, g: Field, b: Field) → buffer

Pack an albedo from three linear-colour fields into sRGB rgba8 bytes.

argtypedescription
nnumber
rField
gField
bField

packAlbedoA(n: number, r: Field, g: Field, b: Field, a: Field) → buffer

Pack an albedo with coverage: three linear-colour fields and an alpha field (0..1) into sRGB rgba8 bytes. Fully transparent texels take the colour of the nearest opaque texel (M.bleed) before packing, so mip levels and filtering never pull a white or black fringe into a card's edge.

argtypedescription
nnumber
rField
gField
bField
aField

bleed(n: number, r: Field, g: Field, b: Field, a: Field, passes: number?) → void

Fill the colour of transparent texels (alpha < 0.5) outward from the opaque ones, a few texels per pass, so a card's edge filters to its own colour. Mutates r, g, b in place.

argtypedescription
nnumber
rField
gField
bField
aField
passesnumber?

packMask(n: number, r: Field, g: Field, b: Field) → buffer

Pack three linear 0..1 fields into rgba8 bytes (R = AO, G = roughness, B = metallic).

argtypedescription
nnumber
rField
gField
bField

packNormal(n: number, h: Field, tile: number, strength: number?) → buffer

Tangent-space normal map from a height field in METRES over a tile of `tile` metres. Raised areas face outward, so a sunk mortar joint or gap reads as a groove; green = image-up (OpenGL / glTF), the convention the engine reads.

argtypedescription
nnumber
hField
tilenumber
strengthnumber?

cavity(n: number, h: Field, radius: number, depth: number, strength: number?) → Field

Cavity occlusion from height: 1 on tops, darker in pits and grooves. depth in metres for full dark.

argtypedescription
nnumber
hField
radiusnumber
depthnumber
strengthnumber?

keepSource(name: string, lossless: boolean?) → any

Re-create a baked texture with a source image beside its GPU data, so tools that read the source image (materialLibraryKit's texture-memory measure) see its real size. Colour and normal maps of 512 px and up keep a JPEG source (quality 95: about a third of the PNG's download, within ~2 code values of it); masks keep a lossless PNG, because they pack independent channels and metallic must stay exactly 0, and so do small and nearest-filtered (pixel, toon) textures. Settings are kept.

argtypedescription
namestring
losslessboolean?

save(name: string, n: number, bytes: buffer, kind: string, filter: string?, clamp: boolean?, lossless: boolean?) → any

Write rgba8 bytes as a texture asset in the package's textures folder, with a source image kept (PNG for a card's albedo, whose alpha a JPEG would lose). kind: color | normalMap | mask. filter: linear (default) or nearest. `clamp` keeps a card from wrapping its edge into the opposite one.

argtypedescription
namestring
nnumber
bytesbuffer
kindstring
filterstring?
clampboolean?
losslessboolean?

rects(n: number, tile: number, rects: { Rect }) → RectMap

Rasterise a periodic layout of axis-aligned rectangles (metres, may run past the repeat and wrap) onto an n x n grid over a tile x tile repeat: which rectangle covers each pixel, the distance to its border and the pixel's position within it. Pixels no rectangle covers (the joints) get idx 0.

argtypedescription
nnumber
tilenumber
rects{ Rect }

boxes(n: number, tile: number, boxes: { Box }) → RectMap

Rasterise periodic rotated rectangles (centre, half sizes and angle in radians; metres) onto an n x n grid over a tile x tile repeat, like M.rects: index, distance to the border, and the position within the box along its own long (u) and short (v) axes.

argtypedescription
nnumber
tilenumber
boxes{ Box }

packMaskA(n: number, r: Field, g: Field, b: Field, a: Field) → buffer

Pack four linear 0..1 fields into rgba8 bytes: R = AO, G = roughness, B = metallic, A = a fourth linear channel (the glow materials' pulse phase along a trace, 0..1).

argtypedescription
nnumber
rField
gField
bField
aField

wrapd(d: number, tile: number) → number

The shortest signed offset from 0 to d on a loop of length `tile` (wraps a distance across a repeat).

argtypedescription
dnumber
tilenumber

sdBox(dx: number, dy: number, hw: number, hh: number, r: number?) → number

Signed distance (metres, negative inside) from offset (dx, dy) to a rounded box of half sizes hw, hh and corner radius r.

argtypedescription
dxnumber
dynumber
hwnumber
hhnumber
rnumber?

cover(d: number, aa: number) → number

Anti-aliased coverage 0..1 of a signed distance d (negative inside), smoothed over `aa` metres (one texel is tile / n).

argtypedescription
dnumber
aanumber

around(n: number, tile: number, cx: number, cy: number, reachX: number, reachY: number, fn: (number, number, number) → void

Call fn(i, dx, dy) for every texel within `reach` metres of (cx, cy) on a periodic n x n grid over `tile` metres; dx, dy are the texel's wrapped offset from the centre.

argtypedescription
nnumber
tilenumber
cxnumber
cynumber
reachXnumber
reachYnumber
fn(number, number, number

text(field: Field, n: number, tile: number, text: string, x: number, y: number, h: number, stencil: boolean?) → number

Draw `text` in the 5 x 7 block font into `field` (max-blended coverage 0..1) on a periodic n x n grid over `tile` metres. (x, y) is the text's top-left corner in metres, image axes (y grows down the image); `h` is the cap height, each glyph 5/7 h wide with a 1/7 h gap. `stencil` leaves bridge gaps between the cells of a stroke, the look of a cut stencil. Returns the text's width in metres.

argtypedescription
fieldField
nnumber
tilenumber
textstring
xnumber
ynumber
hnumber
stencilboolean?
⌬ Types
Field = { number }Point = { x: number, y: number, w: number, id: number }Cells = {Block = { x0: number, x1: number, y0: number, y1: number, id: number, row: number }BlockMap = {Maps = {Rect = { x0: number, x1: number, y0: number, y1: number, id: number, kind: string? }RectMap = {Box = { cx: number, cy: number, hw: number, hh: number, ang: number, id: number }

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backing path · toonMaterials.package/ToonBaker.module

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