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feat(editor): add --gen-texture-mold Worley-noise patches
72nd procedural texture: Worley (cellular) noise thresholded into mold patches. Each grid cell hosts a hash-jittered center; each pixel computes its distance to the nearest center across 9 surrounding cells (current + 8 neighbors) and is painted as mold if that distance is below thresholdFrac × stride. Distinct from --gen-texture-moss (single-spot per cell with hash-derived presence/jitter/radius) — mold has irregular field-shaped patches following the Voronoi cell boundaries rather than discrete circles, mimicking real fungal growth along surfaces. Useful for cellars, dungeon walls, plague zones, sewer overflow, food-warehouse spoilage, witch-hut detail trim. Default 18-stride / 0.55-threshold gives a moderate infestation; bump threshold near 0.9 for full coverage.
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3 changed files with 90 additions and 1 deletions
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@ -177,6 +177,8 @@ void printUsage(const char* argv0) {
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std::printf(" Swirl: N-arm logarithmic spiral (magic sigils / summoning circles / ritual floor markings)\n");
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std::printf(" --gen-texture-ironbark <out.png> <baseHex> <crackHex> [streakSpacing] [plateY] [crackW] [seed] [W H]\n");
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std::printf(" Ironbark: vertical wood streaks + horizontal plate bands (mature hardwood / sycamore / ironwood)\n");
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std::printf(" --gen-texture-mold <out.png> <bgHex> <moldHex> [stride] [thresholdFrac] [seed] [W H]\n");
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std::printf(" Mold: Worley-noise field patches (cellars / dungeon walls / sewer overflow / fungal growth)\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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