sub_sky
Studio cove dome surface shader for the substance part, drawn on the inside of a large inverted sphere. A dark charcoal-blue infinity cove lit by an overhead softbox ring and four low rim slits (two warm, two cool), dithered sub-1/255 so the dark gradients survive the tonemap wit…
sub_sky
Studio cove dome surface shader for the substance part, drawn on the inside of a large inverted sphere. A dark charcoal-blue infinity cove lit by an overhead softbox ring and four low rim slits (two warm, two cool), dithered sub-1/255 so the dark gradients survive the tonemap without banding.
studio_env() is the shared studio environment function — sub_sphere,
sub_floor and sub_chrome carry an identical copy so every reflection in the
part matches this dome exactly. The softbox ring in the environment sits at
the same elevation as the part's physical emissive ring geometry, so the
brightest reflection reads as coming from the visible fixture.
Scoped to this part · feeds back into the world's score.