glimmercap.procGraph
A bioluminescent mushroom, and a stand of them.
glimmercap
A bioluminescent mushroom, and a stand of them.
The cap is one cubic Bézier arc revolved around the stalk's own axis, which is what makes it a parasol rather than a dome — the profile flares out and droops at the rim the way a real cap does. The stalk is a capsule joined under it.
Two outputs, from one description of what a mushroom IS:
- patch — a stand scattered over a disc, each copy turned, tilted and scaled by a seeded hash, merged into a single geometry. This is the one you cover ground with; it drops into a scene as one Generator entity.
- single — one mushroom at the origin, for placing by hand on a machine, a wall or a catwalk.
The surface is a self-lit translucent PBR material. It is deliberately kept well
under full brightness: the glow that actually lights the ground comes from an
EmissiveSource on the entity holding the patch, so a stand can light a wide
area without the caps blowing out to white.
Inputs
| input | what it does |
|---|---|
stemHeight, stemRadius | the stalk |
crownY | how high the cap's crown sits — the top of the parasol |
shoulderX, shoulderY | the cap's first control point: how flat the top stays |
bellyX, bellyY | the second control point: how far the cap bulges |
rimX, rimY | the rim — how wide and how low the cap flares |
radius, count | the stand: how far it spreads, how many |
scaleMin, scaleMax | the size range each mushroom draws |
tilt | how far off upright each may lean, in degrees |
seed | reshuffles the whole scatter |
The four cap control points are the interesting ones. Widening rimX and
lowering rimY gives a flat parasol; raising shoulderY gives a domed one.
Where it is used
scenes/main.scene/build.luau places stands of it around Hollowmere and on the
machinery. The same graph shapes a hero mushroom on the tower face at three
times the scale.
Scoped to this part · feeds back into the world's score.