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×