saint_bronze
The body surface of the Slag Saint: cast bronze that carries its own corrosion, scorch and furnace light in one pass. The mesh's per-vertex colour is a control mask rather than a tint — red is verdigris, green is soot, blue is the polish that catches a rim light, and alpha is the…
saint_bronze
The body surface of the Slag Saint: cast bronze that carries its own corrosion,
scorch and furnace light in one pass. The mesh's per-vertex colour is a control
mask rather than a tint — red is verdigris, green is soot, blue is the polish
that catches a rim light, and alpha is the seam the furnace bleeds through — so
a single material can dress a whole limb and still read as bronze on the raised
faces and green in the recesses. heat grades the figure per phase, damage
blackens the plate and opens glowing cracks in it, and grain perturbs the
shading normal along a value-noise gradient so a cast plate does not read as a
clean primitive. Written as a surface() shader so the capture debug passes
report the real albedo, roughness, metallic and emissive channels.
Scoped to this part · feeds back into the world's score.