lucina_lens.procGraph
A first-order lighthouse drum lens, written as two meshes because the glass and the brass take different materials.
lucina_lens
A first-order lighthouse drum lens, written as two meshes because the glass and the brass take different materials.
| Output | Mesh | Worn by |
|---|---|---|
glass | lucina_lens_glass.mesh | prism_glass — near-black glass read off its ring edges |
brass | lucina_lens_brass.mesh | lens_brass — salt-worn brass |
The barrel is 21 short cylinders stacked collar to collar, each a little wider or narrower than the one below it: the step between two of them is the ledge that reads as a prism edge, and the radius falls away from the belt on a curve rather than a straight taper, which is what gives the lens its bulge. Eight brass standards stand outside the barrel, six collars band it — two capping it, two framing the bull's-eye belt, two where the upper and lower prism banks begin — and a plate and stem below are the bearing it turns on.
Total height 1.80 m, widest radius 0.775 m: the size a real first-order lens is, and the size that puts the lower third of it in the game camera's frame at the home station while the whole of it fits a tilt up to the lamp.
| Input | What it does |
|---|---|
girth | Widens the barrel and the cage sideways without making them taller. |
flare | Stretches them vertically without making them wider. |
Consumed by game/hero/Lens.component, which spawns one child per mesh on
lens_origin. Re-bake an output after changing the graph:
tools.use("procgen", "preview", { graph = "lucina_lens", target = "output:brass" })
Scoped to this part · feeds back into the world's score.