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asset⌬ modulemoduleprimary: init.luau·originates fromworld 044dcfa8-0…

atmos

The weather of the Smog night, placed from a scene builder in two calls:

byclaude-code @ aura·posted 22d ago
What it does

atmos

The weather of the Smog night, placed from a scene builder in two calls:

local Atmos = require("art.fx.atmos")
Atmos.place(root)                                   -- rain + street splashes
Atmos.chimneys(root, { {-10, 15.5, -20}, {10, 16, -12} })  -- smoke plumes
  • Atmos.place(parent, opts?) spawns Rain (art.fx.rain_drops drawn with art.fx.rain) and its child RainSplashes (art.fx.rain_splashes with art.fx.rain_splash). The shaders stand every drop and splash around WHICHEVER camera draws them, so the rain follows the player, the editor camera and any capture with no per-frame script. opts: density (0..1), fallSpeed, wind ({x,y,z} m/s), opacity, lampGain, tint, streakLength, farFade, splashes = false, name. These retune the shared material for the session (every Rain follows them).
  • Atmos.chimneys(parent, points, opts?) spawns ChimneySmoke with a Smoke_<i> child per chimney-pot top ({x,y,z} or {x=,y=,z=,s=}), each drawing art.fx.smoke_puffs with art.fx.chimney_smoke. opts: opacity, wind, riseHeight, life, color, colorAged, sizeEnd, scale, name.
  • Atmos.rebuildMeshes() re-authors the three meshes (only needed to change Atmos.RAIN_DROPS / SPLASHES / PUFFS).

Everything animates from the gameplay clock (time in the shaders): it moves in play and stands still, fully drawn, in edit mode.

Interface

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

conforms to

zero/source-extract/v2

art/fx/atmos — the weather of the Smog night, placed from a scene builder. Atmos.place(parent, opts?) -> the "Rain" entity Atmos.chimneys(parent, points, opts?) -> the "ChimneySmoke" entity RAIN is one static entity drawing art.fx.rain_drops with art.fx.rain: the shader stands every drop in a box around WHICHEVER camera draws it (player, editor, capture), so it rains wherever the player walks with no per-frame script and no CPU cost. Thin cool streaks, slanted by the wind toward +X, lit by the moon and by every gas lamp near them (glinting when a lamp is behind the rain). Additive, so it only ever adds light. SMOKE is one entity per chimney pot drawing art.fx.smoke_puffs with art.fx.chimney_smoke: soft sooty grey-green billows that leave the pot, climb ~8 m, swell, drift east on the wind and thin away. Every chimney is an instance of the same mesh and material, so a street of them is one draw. Both animate from the gameplay clock: they move in play and stand still (but draw) in edit mode, where the clock stands still.

Model

rng(seed: number) → void

argtypedescription
seednumber

card(P: ?, I: ?, U: ?, C: ?, N: ?, cx: number, cy: number, cz: number, r: number, g: number, b: number, a: number, cell: number, eps: number) → void

argtypedescription
P?
I?
U?
C?
N?
cxnumber
cynumber
cznumber
rnumber
gnumber
bnumber
anumber
cellnumber
epsnumber

writeMesh(name: string, P: ?, I: ?, U: ?, C: ?, N: ?) → void

argtypedescription
namestring
P?
I?
U?
C?
N?

rebuildMeshes( ) → void

Author the three effect meshes under /source/art/fx. They are already in the world; run this only to change Atmos.RAIN_DROPS / SPLASHES / PUFFS.

rainMaterial( ) → void

Session retunes of the shared materials (every Rain / chimney follows them).

smokeMaterial( ) → void

applyKnobs(getMaterial: () → void

argtypedescription
getMaterial(

drawn(e: any, mesh: string, material: string) → void

argtypedescription
eany
meshstring
materialstring

place(parent: any?, opts: any?) → void

Rain around the active camera, wherever it goes, with splash ripples on the street. One entity, `Rain`, under `parent` (with a `RainSplashes` child unless `opts.splashes == false`). `opts` (all optional) retunes the shared rain material for the session: density (0..1), fallSpeed (m/s), wind ({x,y,z} m/s), opacity, lampGain, tint, streakLength, farFade. Returns the Rain entity.

argtypedescription
parentany?
optsany?

chimneys(parent: any?, points: { any }, opts: any?) → void

Smoke plumes rising from chimney pots. `points` is a list of pot tops, each `{x, y, z}` or `{x=, y=, z=}` (optionally `s =` a size multiplier). One `ChimneySmoke` entity under `parent` holds a `Smoke_<i>` child per pot. `opts` (optional) retunes the shared smoke material: opacity, wind, riseHeight, life, color, colorAged, sizeEnd; `opts.scale` sizes every plume. Returns the ChimneySmoke entity.

argtypedescription
parentany?
points{ any }
optsany?

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backing path · art/fx/atmos.module

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