Second texture projected world-space triplanar over Synty vertex-colored meshes & ground • rendered 2026-09-30
Shared materials: synty_detail_overlay.tres (sand grain,
warm_low_poly_sand.png × Multiply) for ground
and props, plus synty_wood_overlay.tres (procedural
wood_grain_detail.png × Multiply) for the
saloon — both projected world triplanar on UV1,
scale ~0.3, sharpness 6. Applied as material_override on the source scenes
bld_saloon_01 (wood), bld_fence_02 and
env_sand_ground_06 (sand).
Baked LightmapGI untouched.
00 — Unaltered Synty saloon (wide)The true original: override reverted via git, rendered in place with baked GI. Dark brown-gray Synty material — the baseline everything is matched against.00b — Unaltered Synty saloon (close-up)Same, closer: clean dark siding with zero grain. The tone the overlay must preserve.01 — Saloon (building, wood overlay)Procedural wood grain with a warm tint instead of the sand texture — vertical grain on the walls, no UV seams. Glass and doors intentionally left untreated for contrast.01b — Saloon close-upCloser view of the facade: warm wood tint and vertical grain on the siding across two wall orientations — one world-space projection, no per-face UV work.01c — Before (reverted) vs after (re-applied)Left: override removed. Right: brown overlay re-applied from scratch. Same tone (pixel-verified), grain added — the revert/reapply cycle fixed nothing because nothing was broken.02 — Fence (prop, close-up)Same world-space grain on rails/posts and surrounding ground. Stays subtle at close range.03 — Ground (wide)Large ground plane with consistent world-scale detail. Only the treated meshes show grain; everything else is unchanged flat Synty.