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@@ -36,18 +36,21 @@ The following screenshots were created using extreme values for the number of hu
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Tips and Tricks
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---------------
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* By default the script will delete all objects starting with `Spaceship` before generating a new spaceship. To disable this feature, remove or comment out the call to `reset_scene()` around line 735 in the main function.
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* You can provide a seed to the `generate_spaceship()` function to always generate the same spaceship. For example, `generate_spaceship('michael')`.
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* The `generate_spaceship()` function takes many more parameters that affect the generation process. Try playing with them!
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* The seeds used for generating random geometry and materials default to random integers,
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but you can replace these with any string. Different seeds are chosen every time you create
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a new spaceship, but they do not change when you edit the parameters for regenerating the
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current spaceship (unless you change them).
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* You can replace the textures with your own ones. All textures are applied using global-space cube UVs. `hull_normal.png` is a normal map that adds extra surface "greebles". `hull_lights_diffuse.png` is an additive diffuse texture to set the color of the window lights. `hull_lights_emit.png` is an emissive texture to make the windows glow in darkness.
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* Unfortunately, the emissive materials don’t look so good in the Eevee renderer. For
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best results, use Cycles.
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Credits
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Written for fun as part of the [/r/proceduralgeneration](https://www.reddit.com/r/proceduralgeneration/) June 2016 [monthly challenge](https://www.reddit.com/r/proceduralgeneration/comments/4mn9gj/monthly_challenge_7_june_2016_procedural/).
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Released under the [MIT License].
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Authored and maintained by Michael Davies.
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Originally authored by Michael Davies, this version adapted by Lawrence D’Oliveiro.
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