Argentum & 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.
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.
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.
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.
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.