seaswell
The black water under the gallery of Lucina, seen from the lamp room window.
seaswell
The black water under the gallery of Lucina, seen from the lamp room window.
A flat plane whose surface is entirely in the normal: four crossed swells at world scale plus a chop octave, faded out with distance so nothing shimmers at the skyline. The colour is a Fresnel mix from the body of the water at the near angle to what it reflects at the grazing one, with the key light's road laid on it as a tight specular lobe, white water on the crests that face the light, and a haze that carries the far water into the same value the sky's own band under the horizon holds — which is how the drawn sea and the sky meet with no seam at the edge of the plane.
game.world.Dawn pushes every colour and the light's bearing each frame off
the game.world.firstlight ramp, so the water turns with the hour: an almost
black field under a cold moon road, then blue-violet, then pewter under bone
light, and at first light a sheet of apricot with the sun's road running
straight at the window.
Scoped to this part · feeds back into the world's score.