@equinor/videx-3d
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    Variable defaultCasingEffectsConst

    defaultCasingEffects: CasingEffects = ...

    The component-level default CasingEffects applied globally to every section (a section's per-face materialOptions.*.effects can override individual sub-effects on top of this). Tuned to help adjacent/nested strings read apart.

    Type Declaration

    Composable casing stylization effects for CasingMaterial. Every field is optional and independent; the procedural surface-detail layers (granular, brushed, scratches) simply sum. Strengths default to 0 (off) unless noted.

    • Optionalbrushed?: {
          angle?: number;
          frequency?: number;
          octaves?: number;
          sharpness?: number;
          strength?: number;
          uniformity?: number;
      }

      Directional fine grain (many thin parallel ridges).

      • Optionalangle?: number

        Grain direction in radians (0 = along the trajectory axis; non-zero angles reintroduce a faint seam on a full shell). Default 0.

      • Optionalfrequency?: number

        Cells per world (object-distance) unit. Default 2.

      • Optionaloctaves?: number

        1-5 fbm octaves. Default 3.

      • Optionalsharpness?: number

        0-1 line thinness. Default 0.5.

      • Optionalstrength?: number

        0-1 strength (0 = off). Default 0.

      • Optionaluniformity?: number

        0-1 blend from an irregular grain (0) to regular, evenly-spaced flutes (1). Default 0.

    • OptionaldetailQuality?: number

      0-1 performance vs. quality of the procedural surface detail (a fill-rate knob; off-effects always cost nothing regardless). Lower = cheaper: fewer weathering fbm octaves (2 at 0 .. 4 at 1) and the coarse/long scratch family only runs at >= 0.66. 1 = full-detail reference. Default 0.6.

    • OptionaledgeShading?: { strength?: number; width?: number }

      Darkening at each section's own top/bottom edges.

      • Optionalstrength?: number

        0-1 strength (0 = off). Default 0.

      • Optionalwidth?: number

        Distance in metres the darkening reaches from each edge, independent of section length. Default 0.2.

    • Optionalgranular?: { anisotropy?: number; frequency?: number; octaves?: number; strength?: number }

      Isotropic value-noise bumps.

      • Optionalanisotropy?: number

        0-1 stretch of the cells along the trajectory axis. Default 0.

      • Optionalfrequency?: number

        Cells per world (object-distance) unit. Default 2.

      • Optionaloctaves?: number

        1-5 fbm octaves. Default 3.

      • Optionalstrength?: number

        0-1 strength (0 = off). Default 0.

    • Optionalscratches?: {
          angle?: number;
          density?: number;
          frequency?: number;
          length?: number;
          strength?: number;
          wander?: number;
          width?: number;
      }

      Sparse, hair-thin surface scuffs that glint under changing light (their relief is kept very shallow - visibility comes from a localized polish, not depth).

      • Optionalangle?: number

        Scratch direction in radians (0 = along the trajectory axis). Default 0.

      • Optionaldensity?: number

        0-1 how many scratches survive. Default 0.4.

      • Optionalfrequency?: number

        Cells per world (object-distance) unit. Default 10.

      • Optionallength?: number

        Average scratch length multiplier (>0). Default 0.6.

      • Optionalstrength?: number

        0-1 strength (0 = off). Default 0.

      • Optionalwander?: number

        0-1 how much the scratch direction drifts. Default 1.

      • Optionalwidth?: number

        0-1 groove width, frequency-independent (world-scaled, hair/needle-thin: ~0.02..0.12mm half-width). Default 0.15.

    • OptionalsectionVariation?: number

      0-1 per-section wear variation so adjacent telescoping strings read apart by looking differently worn rather than by a colour/value ramp. Default 0.

    • Optionalsilhouette?: { power?: number; strength?: number }

      View-space silhouette darkening that outlines each shell, helping nested strings read apart (especially under slicing / auto-slice).

      • Optionalpower?: number

        Exponent tightening the rim toward the edge (higher = tighter). Default 3.

      • Optionalstrength?: number

        0-1 strength (0 = off). Default 0.

    • Optionalweathering?: { resistance?: number; scale?: number; strength?: number }

      Procedural wear/tear/spill (no textures), pinned in world space.

      • Optionalresistance?: number

        0-1 per-material multiplier (1 = full wear, 0 = none) so a preset such as the matte shoe can resist the weathering. Default 1.

      • Optionalscale?: number

        Noise frequency in cells per real-world metre (lower = larger, sparser smears). Default 1.5.

      • Optionalstrength?: number

        0-1 strength (0 = off). Default 0.