hull_steel
Hard-surface hull steel with no textures and no UVs. Welded panel courses, rivet lines, plate-thickness variation, rolled grain, grime and oxide bloom are all generated triplanarly in world space, so one material covers a truss rib at 3x scale, a pressure hull at 5x and a cut pla…
hull_steel
Hard-surface hull steel with no textures and no UVs. Welded panel courses, rivet lines, plate-thickness variation, rolled grain, grime and oxide bloom are all generated triplanarly in world space, so one material covers a truss rib at 3x scale, a pressure hull at 5x and a cut plate at 1x with the same texel density and no seams between them.
The look starts from a height field (hs_height): panel bevel + rivets +
grain. The shading normal is that field's gradient, the seam mask darkens the
albedo and dulls the roughness, and the oxide/grime fields pull metallic down
where the surface has stopped being metal. Because the seams are real
geometry-shaped normals rather than a painted grid, they shade correctly from
any light direction — which is the whole point under one hard sun.
Exposes surface(), so capture { pass = "albedo" | "roughness" | "metallic" | "ao" } reads the real channel rather than the shaded pixel.
Tunables: base_color / shade_color (the two ends of the macro tone),
metallic, roughness_low / roughness_high, panel_scale / seam_width /
seam_darkness / rivet_amount / bump_strength, grime_color /
grime_amount, rust_color / rust_amount, stripe_color / stripe_amount
/ stripe_scale / stripe_axis for hazard striping, emissive_color /
emissive_power, and triplanar_sharpness.
Scoped to this part · feeds back into the world's score.