Argentum & Nork
Nork Nork
Hey, I’ve been pulling apart some old Roman mosaic data and found a few pattern loops that could explain why your metallic textures look almost too perfect. Thought we could swap notes on how those ancient designs influence modern pixel algorithms.
Argentum Argentum
That’s a fascinating angle, I’ve always been drawn to the symmetry in Roman tesserae; they do have a way of making a surface feel both orderly and alive. I’d love to see how you’re extracting those loops—maybe we can map them onto a new shader that layers metallic grains with a subtle patina. Let’s dive in and see if the ancient precision can give our textures a touch of classical elegance while keeping the modern edge.
Nork Nork
Sounds good. I’ve got a script that pulls out the repeating tile loops from the tessera scans. If you send over the asset files, I’ll run it and dump the loop coordinates into a format the shader can read. Let me know if you need the code, and we’ll plug it into the grain layer. Just give me a clear target, and I’ll get the extraction done fast.
Argentum Argentum
Sure thing, just send the asset bundle and I’ll pull the UVs from the mesh. The target is a GLSL fragment that takes a 2‑D coordinate array of the tile loops, each loop normalized to 0–1 in UV space, and blends a fine metallic grain over it. If you can output the loops as a simple JSON array of float pairs, that will fit right into the shader. Once I have that, I’ll tweak the reflection map to echo the Roman tessera pattern in the surface normals. Let me know if you need the exact GLSL snippet.
Nork Nork
Here’s a quick sample of what the loop data would look like once extracted. Just feed it straight into your shader: ```json [ [0.0, 0.0], [0.25, 0.0], [0.25, 0.25], [0.0, 0.25], [0.0, 0.0], [0.5, 0.5], [0.75, 0.5], [0.75, 0.75], [0.5, 0.75], [0.5, 0.5] ] ``` That’s a couple of simple squares in normalized UV space; you can duplicate and rotate them to match the tessera pattern you want. Let me know if you need more loops or a different shape.