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feat(editor): add --gen-texture-woodgrain end-cut tree-rings
56th procedural texture: concentric annual growth rings centered slightly off-image (at -W*0.2, H/2) so the texture shows sweeping arcs across most of its area rather than the bullseye --gen-texture-rings produces. Per-ring jitter shifts the dark-band center within each ring's annular cell, so adjacent rings don't read as a perfect modulus pattern — mimics real annual-growth variation. Brightness lerps from lightHex (early-wood) to darkHex (late-wood / heartwood) with a smooth triangular falloff at the dark-band peak. First procedural texture to use the new cli_arg_parse helpers for the optional spacing/seed/W/H args. Useful for tabletops, log-end caps (chopped firewood stumps), barrel lids, beam cross-sections, plank ends — distinct from --gen-texture-wood which renders vertical grain streaks for plank surfaces.
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3 changed files with 87 additions and 1 deletions
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@ -145,6 +145,8 @@ void printUsage(const char* argv0) {
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std::printf(" Studs: rivet grid with derived inner highlight (3D rivet/stud appearance for armor + leather)\n");
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std::printf(" --gen-texture-moss <out.png> <bgHex> <mossHex> [stride] [density 0-100] [seed] [W H]\n");
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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(" --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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