Yes, i will play with it more
Currently the two blend maps are set to run on oposing circles, i'll share a lil simple code
u = dbSin(dbWrapValue(dbTimer() / 80.0f));
v = dbCos(dbWrapValue(dbTimer() / 80.0f));
ScrollPlaneTex(PARENT_FLOOR, 1, u / 4, v / 4);
ScrollPlaneTex(PARENT_FLOOR, 2, v / 4, u / 6);
ScrollPlaneTex is a function I wrote to scroll textures across a plane object (only works with planes) and takes a texture index as the second parameter allowing me to scroll different textures of a multi textured object. Indexes 1 and 2 are the blend maps - so as you see they are currently spinning in circles - swapping the u/v on the second made it go the other way and i did an increased division on the second texture to decrease the radius on the Y - gives it just that slightly differed circle path making things look a little more natural
By further increasing the divisions on all the co-ordinates I can shrink its circle making it more restricted which would be more branch-like. Changing the division on the timer would in turn change the speed of the scrolling so this should all work out good
Eventually I may just scrap the code all together in favour of a more wavey algorithm, something designed for the job. But then again complete realism isnt nessiarilly what i'm after. The excuse that its light playing through branches may be just that, an excuse for a neat effect
Imagine vididly textured trees and bushes everywhere, the light effect on the floor, maybe some green circular particles just slowly floating around - maybe certain flowers could give off a slight glow. It would all combine to create a certain surreal feeling, a certain ambiance. It doesnt nessiarilly have to be "anything" except cool XD
Right now though the dungeon terrain etc is obviously very plane (har, sorry couldnt resist XD ..plane/plain >>
so it isnt the best show off for it, but I think you get the idea