rk_steel
Material for the launch pad in the `fx_launch` scene, where the `launch_fx` Generator runs `proc/launch.procGraph`, a looping heavy-lift rocket liftoff. 20 entities wear it: the four `arm` beams and the `mast` on the tower, the four mount beams (`mount_n`, `mount_s`, `mount_e`, `…
rk_steel
Material for the launch pad in the fx_launch scene, where the launch_fx Generator runs
proc/launch.procGraph, a looping heavy-lift rocket liftoff. 20 entities wear it: the four arm
beams and the mast on the tower, the four mount beams (mount_n, mount_s, mount_e,
mount_w), the four frame beams and four legs of the table, all built-in cubes, and the three
water_tank cylinders (8 m wide, 18 m tall).
Shader: the built-in pbr shader, the engine's standard physically based material: the glTF
metallic-roughness workflow lit by the shared pbr_shading model.
Render state: the defaults (opaque blend, back faces culled, depth write on); mat.yaml sets only the shader and its values.
Properties
base_color: { r: 0.32, g: 0.33, b: 0.35, a: 1.0 }: albedo, a mid grey.roughness: 0.5: perceptual roughness.metallic: 0.85: mostly metallic.
Scoped to this part · feeds back into the world's score.