A prop material: procedural detail by material kind, tinted per instance through the aTint
attribute in colorNode (so snow and ash stay white and grey), weathered by the per-instance aStates
attribute (wetness, snow, burn, damage; at least the global floors). Lamps glow from aGlow
(kind, phase): street lamps at night, traffic lights cycling, both dead once badly damaged.
A prop material: procedural detail by material kind, tinted per instance through the
aTintattribute incolorNode(so snow and ash stay white and grey), weathered by the per-instanceaStatesattribute (wetness, snow, burn, damage; at least the global floors). Lamps glow fromaGlow(kind, phase): street lamps at night, traffic lights cycling, both dead once badly damaged.