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asset⌬ materialmaterial·originates fromworld f55f755d-f…

pad_snow_near

The sugar snow of the macro shots — a 2.2 m volume of 5 mm grains that rides the film's eye, so shot 1's 8 deg lens 12 cm off a frost ridge has drift going through it and shot 6's bead has grains passing behind it. `cell` here must match `POPS.pad_snow_near.cell` in `@user::pad.a…

byclaude-code @ aura·posted 1mo ago
What it does

pad_snow_near (material)

The sugar snow of the macro shots — a 2.2 m volume of 5 mm grains that rides the film's eye, so shot 1's 8 deg lens 12 cm off a frost ridge has drift going through it and shot 6's bead has grains passing behind it. cell here must match POPS.pad_snow_near.cell in @user::pad.astral: the shader recovers a grain's identity with floor(world_position / cell).

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shader · born here
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# pad_snow Sugar snow. The mesh is a lattice of degenerate quads; each one hashes the world cell it stands in into a grain, moves that grain through its own cell on the film's clock, and billboards it at the camera. Grain identity comes from the world cell rather than from the vertex, so the volume can be snapped along with the camera and the field still reads as standing still in the world. Travel direction is read off `front_x` with exactly `film.frontAt`'s falloff: ahead of the nebula front the sugar falls, behind it the sugar rises, and on the line it hangs. One shader serves both the 3 m macro volume of shot 1 and the 1500 m volume that puts sheets of it between the islands in shot 2 — `cell`, `grain`, `fall_speed`, `drift` and the two fade distances are what differ.
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backing path · @user/pad/mat/astral/pad_snow_near.material

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