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cold-dome

set 0× in templates and rigs

A bell of freezing fog condenses overhead, hangs, then drops onto the floor at the node's y 0: thickest and whitest at the base, near clear at the crown, with a skirt rolling out and diamond dust inside. On the node renderer what is behind it drains to a cold monochrome by how much frozen air the view ray crosses; on classic WebGL it only dims toward a dark tint. `burst=true` ends it in a churn and a blast.

cold-dome(burst=true charge=1 color=#ffffff)

Attributes

bursttrue / false`true`: it churns through the last 0.75 s of `hold`, then bursts: a shell, a ground ring, thrown fog and ice glints.0×
chargenumberSeconds it takes to condense and hang (default 1).0×
colorcolour #rrggbbThe fog.0×
densitynumberHow thick the fog is (default 1).0×
desaturatenumberHow far the air drains the world behind it, 0..1 (default 0.85).0×
dropnumberHow far above the floor it hangs before it falls, mm (default 0.72 × radius).0×
dustnumberHow much diamond dust; 0 is none (default 1).0×
fadenumberSeconds it thins or bursts (default 0.8).0×
glowcolour #rrggbbThe bell's own cold light, strongest as it churns.0×
holdnumberSeconds it stands on the floor (default 2.6).0×
opacitynumber0×
radiusnumberOf the bell on the floor, mm (default 620).0×
risenumberOf its crown above its base, mm (default the radius). Not `height`: the host overwrites that with the canvas size.0×
seednumberRolls a different fog.0×
skirtnumberHow far the fog rolls out along the floor; 0 is none (default 1).0×
startnumberWhen it starts to condense, seconds.0×
stepsnumberMarch samples, 4..24 (default 12).0×
tintcolour #rrggbbThe cold the world drains to.0×
travelnumberSeconds it takes to fall (default 0.45).0×