Skip to content
Docs
Open Promoeyes

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×