threejs-worldgen
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    Interface LavaOptions

    Drawing options of MPMLava. Plain JSON.

    interface LavaOptions {
        material: string;
        render: {
            clasts: number;
            cracks: number;
            crackSize: number;
            crackWidth: number;
            crust: string;
            intensity: number;
            iterations: number;
            radius: number;
            resolution: number;
            ropeLength: number;
            ropes: number;
            roughness: number;
            smoothing: number;
        };
    }
    Index
    material: string

    Name of the solver material that is lava (compiled into the solver).

    render: {
        clasts: number;
        cracks: number;
        crackSize: number;
        crackWidth: number;
        crust: string;
        intensity: number;
        iterations: number;
        radius: number;
        resolution: number;
        ropeLength: number;
        ropes: number;
        roughness: number;
        smoothing: number;
    }

    The screen-space surface: particle spheres → depth → bilateral smoothing → normals, shaded with the lava field.

    Type Declaration

    • clasts: number

      Clinker: each crack cell is a clast tilted at random up to this much (0 a continuous skin, 1 rubble).

    • cracks: number

      Glow of the crust's crack network, 0…1: cooling-joint cells of crackSize whose edges, crackWidth wide, glow at the melt temperature under the crust (dark where the lava below has cooled too), and of crust cracks opening in the flow.

    • crackSize: number

      Crack cell size, metres (pāhoehoe crust plates ~0.3 m, ʻaʻā clinker ~0.1 m).

    • crackWidth: number

      Crack width, metres.

    • crust: string

      Basalt albedo, #rrggbb (sRGB; ~0.05 linear).

    • intensity: number

      Emission scale (1: against a noon sun of intensity 3, 1400 K lava has radiance LAVA_GLOW_1400).

    • iterations: number

      Smoothing passes (each a horizontal and a vertical blur), 0…4.

    • radius: number

      Sphere radius of a particle, in particle spacings (Δx / 2). About 1.3 makes neighbours overlap into one surface.

    • resolution: number

      Resolution of the offscreen passes relative to the drawing buffer (0.25…1).

    • ropeLength: number

      Rope spacing, metres.

    • ropes: number

      Ropy folds of the cooled skin (pāhoehoe), 0…1: ridges across the surface flow, where the skin has gone dark.

    • roughness: number

      Crust roughness: glassy pāhoehoe skin ~0.5, clinkery ʻaʻā ~0.9.

    • smoothing: number

      Depth smoothing radius, in sphere radii: large for smooth pāhoehoe skin, small to keep ʻaʻā clinker lumpy.