feat: directional wind breeze and painted-terrain Ghibli styling

- Wind strokes now flow in a single prevailing direction (left-to-right breeze)
  with gentle flatness, narrow spread, and subtle tangential sway
- Added floating white specks (WindSpecks) as sunlight pollen/dust motes
- Two of each emitter (valley + ridge) for layered atmosphere
- Terrain: disabled auto_base_texture for flatter painted look, enabled
  overlay texture, bolder macro-variation (yellow-green 0.78/0.90/0.42
  and emerald 0.55/0.75/0.38), sharper material blends
This commit is contained in:
2026-07-08 18:49:23 +02:00
parent ae0b3dbf89
commit 5ea83b06ed
3 changed files with 70 additions and 27 deletions
+20 -19
View File
@@ -7,32 +7,33 @@ shader = ExtResource("1_shader")
[sub_resource type="QuadMesh" id="Mesh_stroke"]
material = SubResource("ShaderMaterial_stroke")
size = Vector2(1.8, 0.18)
size = Vector2(2.4, 0.14)
[sub_resource type="ParticleProcessMaterial" id="ParticleProcessMaterial_wind"]
lifetime_randomness = 0.5
spread = 160.0
gravity = Vector3(0, 0.15, 0)
initial_velocity_min = 0.6
initial_velocity_max = 2.5
angular_velocity_min = -0.6
angular_velocity_max = 0.6
radial_accel_min = -0.2
radial_accel_max = 0.2
tangential_accel_min = -0.3
tangential_accel_max = 0.3
scale_min = 0.5
scale_max = 1.5
color = Color(1, 1, 1, 0.5)
lifetime_randomness = 0.6
spread = 55.0
flatness = 0.7
gravity = Vector3(-0.6, 0.35, 0.0)
initial_velocity_min = 0.8
initial_velocity_max = 2.8
angular_velocity_min = -0.25
angular_velocity_max = 0.25
radial_accel_min = 0.0
radial_accel_max = 0.0
tangential_accel_min = -0.08
tangential_accel_max = 0.08
scale_min = 0.3
scale_max = 1.2
color = Color(1, 1, 1, 0.35)
emission_shape = 1
emission_box_extents = Vector3(35.0, 10.0, 35.0)
emission_box_extents = Vector3(28.0, 8.0, 28.0)
[node name="WindStrokes" type="GPUParticles3D"]
emitting = true
amount = 18
lifetime = 4.0
amount = 24
lifetime = 5.0
one_shot = false
preprocess = 2.0
preprocess = 3.0
speed_scale = 1.0
local_coords = false
process_material = SubResource("ParticleProcessMaterial_wind")