sub_sphere
The substance material-array surface shader: one material shades every sphere in the 9×9 grid. Roughness and metallic derive in-shader from the sphere's grid position (part-local world position against `center` + `spacing` — roughness sweeps +z, metallic sweeps +x), the albedo ra…
sub_sphere
The substance material-array surface shader: one material shades every sphere
in the 9×9 grid. Roughness and metallic derive in-shader from the sphere's
grid position (part-local world position against center + spacing —
roughness sweeps +z, metallic sweeps +x), the albedo ramps porcelain
dielectrics into a silver→gold→copper metal run, and shading is the engine
forward PBR plus a fresnel-weighted, roughness-blurred specular and
hemispheric irradiance from the shared studio_env() — so the metal half of
the array reflects the same cove, softbox ring and rim slits the dome
renders. array_albedo() is mirrored in sub_floor so floor reflections of
the spheres carry the same ramp.
Scoped to this part · feeds back into the world's score.