scTimber
Sawn timber and hemp rope for the scaffolding, hoists, galleries and cladding lashed to the outside of Saltcrown. Planks run along the piece's long axis (`axis`: 0 = along world X, 1 = up, 2 = along world Z) with per-plank colour variation, end-grain-free streaked grain, and spli…
scTimber
Sawn timber and hemp rope for the scaffolding, hoists, galleries and cladding
lashed to the outside of Saltcrown. Planks run along the piece's long axis
(axis: 0 = along world X, 1 = up, 2 = along world Z) with per-plank colour
variation, end-grain-free streaked grain, and split/checking noise at the
edges. rope: 1 swaps the plank pattern for a twisted three-strand helix, so
the same shader serves the hoist lines and the lashings.
It shares water_y with scGranite: timber that goes under the tide darkens
and soaks the same way the stone does, and fades into sea_color with depth,
so a drowned gantry stays part of the same dark shape as the floor it was
lashed to.
Scoped to this part · feeds back into the world's score.