Files
gamedev-the-steward/world/jajce/WindSpecks.tscn
T
admin 5ea83b06ed 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
2026-07-08 18:49:23 +02:00

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[gd_scene load_steps=4 format=3]
[sub_resource type="ParticleProcessMaterial" id="ParticleProcessMaterial_specks"]
lifetime_randomness = 0.8
spread = 120.0
flatness = 0.5
gravity = Vector3(-0.35, 0.25, 0.0)
initial_velocity_min = 0.2
initial_velocity_max = 1.2
scale_min = 0.06
scale_max = 0.28
color = Color(1, 0.98, 0.9, 0.3)
color_ramp = 1
emission_shape = 1
emission_box_extents = Vector3(32.0, 14.0, 32.0)
[sub_resource type="StandardMaterial3D" id="Material_speck"]
albedo_color = Color(1, 0.98, 0.92, 0.3)
transparency = 1
shading_mode = 0
billboard_mode = 1
cull_mode = 0
[sub_resource type="QuadMesh" id="Mesh_speck"]
material = SubResource("Material_speck")
size = Vector2(0.12, 0.12)
[node name="WindSpecks" type="GPUParticles3D"]
emitting = true
amount = 40
lifetime = 6.0
one_shot = false
preprocess = 4.0
speed_scale = 1.0
local_coords = false
process_material = SubResource("ParticleProcessMaterial_specks")
draw_pass_1 = SubResource("Mesh_speck")