wet_iron
The surface of the dead colossus. A metallic-roughness shader that computes its weathering from world position rather than sampling it, so one material covers a 190 m silhouette seen from the sea and the pitted plate a climber has a hand on.
wet_iron
The surface of the dead colossus. A metallic-roughness shader that computes its weathering from world position rather than sampling it, so one material covers a 190 m silhouette seen from the sea and the pitted plate a climber has a hand on.
Four layers ride on the base metal: rust (low-frequency blotches biased toward
upward faces and toward the geometry's vertex-colour alpha, which is the author's
wear mask), salt bloom (on the faces the storm drives against, strongest below
salt_height), grime (vertical runs stretched along Y), and a wet film
that narrows the specular lobe and thins out above wet_height, so the base of
the tower shines and the crown is dry and cold.
Vertex-colour RGB tints the base metal, so brass hardware, verdigris seams and black iron all come off the same material — the geometry carries the difference. A fine noise gradient tilts the shading normal for pitting at close range.
Materials made from it: spine_iron, spine_plate, spine_brass,
spine_verdigris, spine_rust, spine_lamp, spine_beacon.
Scoped to this part · feeds back into the world's score.