ice
set 0× in templates and rigs
A glacial eruption along a floor path: a fracture front runs out and crystal spikes tear up behind it, small at the origin and a wall of blades at the far end; they stand through `hold`, then withdraw over `fade`.
ice(absorb=1 band=1 band-curve=1)
Attributes
absorbnumberHow fast `color-ice` tints what shows through, per crystal diameter, with `refract` (default 1).0×bandnumber0×band-curvenumber0×band-nearnumber0×bendnumber0×birth-fadenumber0×birth-glownumber0×clumpingnumber0×color-corecolour #rrggbb0×color-deepcolour #rrggbb0×color-dustcolour #rrggbbThe dust caked on its foot, on cool rock (default #5a4f43).0×color-heatcolour #rrggbbIts fractures' glow and its light (default #ff5a14).0×color-icecolour #rrggbb0×color-rimcolour #rrggbb0×color-rockcolour #rrggbbThe rock's body (default #4a443e).0×color-stratacolour #rrggbbIts pale bands (default #6d6052).0×countnumberCrystals in the field (default 190, at most 288).0×crownnumber0×edge-glownumber0×env-intensitynumber0×facet-sharpnumber0×facetsnumber0×fadenumberSeconds it takes to withdraw (default 1.2).0×fracturenumber0×fracture-scalenumber0×fresnelnumber0×fresnel-powernumber0×front-biasnumber0×frostnumberRime on the facets' edges with `refract`; 0 is clean glass (default 1).0×glintnumber0×glint-scalenumber0×glint-speednumber0×glownumber0×heatnumber0..1 how hot a rock's fractures and broken ledges glow; 0 is cold rock (default 0.7).0×height-curvenumber0×height-jitternumber0×height-nearnumber0×holdnumberSeconds the field stands (default 2.2).0×iornumberIndex of refraction with `refract` (default 1.31).0×leannumber0×lean-jitternumber0×lighttrue / false`true` adds a point light riding the fracture front.0×light-decaynumber0×light-distancenumber0×light-intensitynumber0×materialtext`rock`: stacked strata, faceted sides and fractured tops for an upheaval, opaque, sinking instead of fading; `count` defaults to 90 and spikes are 1.6× wider, and the ice colours and looks do nothing.0×material-roughnessnumber0×metalnessnumber0×opacitynumber0×pathtextThe ground line the front runs, `x y z; x y z; …` in mm.0×peaknumber0×peak-widthnumber0×radiusnumber0×radius-jitternumber0×refracttrue / false`true`: each crystal bends the scene behind it by its exact thickness, tinted by `color-ice`; node renderer only, classic WebGL draws the plain alpha-blended ice on flat facets (default off).0×refract-depthnumbermm the lookup runs on past the crystal, the strength of the lens, with `refract` (default 12% of the span).0×risenumber0×rise-overshootnumber0×rise-staggernumber0×roughness-shapenumber0×rubblenumber0×rubble-scalenumber0×scatternumber0×seednumber0×settlenumber0×sinknumber0×spike-heightnumber0×startnumberWhen the cast begins, seconds. A time, never a place.0×stratanumberHow strongly a rock's bands show (default 1).0×tapernumber0×travelnumberSeconds the front takes to cross the path (default 0.5).0×twistnumber0×vein-scalenumber0×veinsnumber0×