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wet_tri

Wet, world-projected PBR surface for Smog's district: stone setts, flagstones, brick, slate, timber, stucco and cinder.

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

art.wet_tri

Wet, world-projected PBR surface for Smog's district: stone setts, flagstones, brick, slate, timber, stucco and cinder.

It takes one scanned texture set (albedo_texture, normal_texture, and rm_texture with G = roughness, B = metal, R = AO) and projects it in world space by the face's dominant axis. Walls run their texture horizontally. Set roof_courses = 1 to turn the courses along a pitched roof. Tiling is hidden by stochastic sampling plus a macro tone drift.

Parallax occlusion: bind a height_texture (R = height, 1 = face; baked by art.heightgen into art/heights/) and set pom_depth (metres) to march the view ray into the height field, so setts stand proud of their joints and brick faces of their mortar. pom_steps caps the march and pom_fade_far fades it out with distance. On ground the march meets a water plane: joint_water fills the joints with standing rain and puddles rise over the stones. joint_grime and cavity_ao darken the joints. With pom_depth = 0 the material keeps the cheaper stochastic anti-tiling path.

Weathering:

  • wet lays a clearcoat rain film; set its strength and gloss with coat and coat_roughness.
  • puddle_amount and puddle_scale pool standing water on up-facing ground, with animated rain rings. Tune the rings with ripple_scale and ripple_strength.
  • soot_* darkens walls with height.
  • streaks adds rain streaks down the walls.
  • splash adds a wet band at the base of each wall.

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backing path · art/wet_tri.shader

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