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feat(editor): add --gen-texture-carbon fiber-weave pattern
57th procedural texture: 2x2 cell pattern where alternating cells hold horizontal vs vertical fiber segments. Each segment gets a sin² brightness profile across its perpendicular axis — 0 at the segment edge, peak at center — giving the rounded highlight of a real woven fiber bundle. Cell-pair parity (cx + cy) % 2 determines orientation, so adjacent cells always alternate weave direction in both X and Y. Reads as the unmistakable carbon-fiber checkerboard even at small scales. Useful for sci-fi armor, sleek tech panels, vehicle bodies, ritual obsidian inlays, dwarven runeplate accents — any "machined composite" surface where flat dark grey would read as plain plastic. Default 12-pixel cell at 256x256 reads cleanly with about 21 visible weave segments per side.
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@ -147,6 +147,8 @@ void printUsage(const char* argv0) {
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std::printf(" Moss: irregular spots scattered on a hash-jittered grid (forest floor / weathered stone / swamp)\n");
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std::printf(" --gen-texture-woodgrain <out.png> <lightHex> <darkHex> [spacing] [seed] [W H]\n");
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std::printf(" Woodgrain: concentric annual rings centered off-image with per-ring jitter (end-cut wood)\n");
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std::printf(" --gen-texture-carbon <out.png> <bgHex> <fiberHex> [cellSize] [W H]\n");
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std::printf(" Carbon-fiber: 2x2 alternating-orientation weave with sin² fiber highlights (sci-fi/tech panels)\n");
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std::printf(" --add-texture-to-zone <zoneDir> <png-path> [renameTo]\n");
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std::printf(" Copy an existing PNG into <zoneDir> (optionally renaming it on the way in)\n");
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std::printf(" --gen-mesh <wom-base> <cube|plane|sphere|cylinder|torus|cone|ramp> [size]\n");
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