threejs-worldgen
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    Interface WildfireLook

    Look of a Wildfire. Plain JSON. Particle counts, quality steps, haze.enabled and grid rebuild the particle systems.

    interface WildfireLook {
        bloom: {
            enabled: boolean;
            radius: number;
            strength: number;
            threshold: number;
        };
        embers: {
            intensity: number;
            life: [number, number];
            max: number;
            rate: number;
            size: number;
        };
        flames: {
            crownHeight: number;
            flaming: number;
            height: number;
            intensity: number;
            life: [number, number];
            max: number;
            rate: number;
            size: number;
            temperature: [number, number];
            turbulence: number;
        };
        glow: { front: number; smoulder: number };
        grid: {
            enabled: boolean;
            height: number;
            resolution: [number, number, number];
        };
        haze: { enabled: boolean; max: number; strength: number };
        light: { distance: number; flicker: number; intensity: number };
        smoke: {
            capHeight: number;
            capIntensity: number;
            clean: string;
            detail: number;
            dirty: string;
            life: [number, number];
            lightSteps: number;
            linger: number;
            max: number;
            opacity: number;
            rate: number;
            rise: number;
            shadowSteps: number;
            size: number;
        };
    }
    Index
    bloom: { enabled: boolean; radius: number; strength: number; threshold: number }

    Optional bloom for your post pipeline (see Wildfire.bloom). Off by default.

    Type Declaration

    • enabled: boolean

      Add bloom in Wildfire.bloom.

    • radius: number

      Radius 0…1.

    • strength: number

      Strength.

    • threshold: number

      HDR threshold (only flames and embers bloom).

    embers: {
        intensity: number;
        life: [number, number];
        max: number;
        rate: number;
        size: number;
    }

    Embers: thin bright streaks lofted by the plume and carried downwind, cooling as they go.

    Type Declaration

    • intensity: number

      HDR brightness.

    • life: [number, number]

      Life range, seconds.

    • max: number

      Most embers alive.

    • rate: number

      Embers per second per unit of front intensity (woody fuel throws more).

    • size: number

      Ember width, metres.

    flames: {
        crownHeight: number;
        flaming: number;
        height: number;
        intensity: number;
        life: [number, number];
        max: number;
        rate: number;
        size: number;
        temperature: [number, number];
        turbulence: number;
    }

    Flame tongues from the active front: velocity-stretched, noise-shaped, blackbody-coloured.

    Type Declaration

    • crownHeight: number

      Tree flames spawn up to this high: crown fire, metres.

    • flaming: number

      Flaming time scale, seconds, for 1 kg/m² of fuel (heavier fuel flames longer; Gaussian fall-off).

    • height: number

      Height / width of a flame tongue.

    • intensity: number

      HDR brightness multiplier.

    • life: [number, number]

      Life range, seconds (short: flames lick and vanish).

    • max: number

      Most flame particles alive (GPU pool).

    • rate: number

      Flames per second per unit of front intensity.

    • size: number

      Flame width in grass, metres (shrubs and trees scale it up).

    • temperature: [number, number]

      Temperature range at the base, kelvin (≈ 1100 K deep red … 1800 K orange-yellow; radiance ∝ T⁴, hotter is whiter).

    • turbulence: number

      Curl-noise turbulence, m/s² (licking and flicker).

    glow: { front: number; smoulder: number }

    Ground glow, written into the heat texture channel other materials read.

    Type Declaration

    • front: number

      At the flaming front, 0…1.

    • smoulder: number

      Sparse smouldering spots inside the burn, 0…1.

    grid: { enabled: boolean; height: number; resolution: [number, number, number] }

    The coarse plume grid: heat lifts the smoke into a column; density self-shadows it.

    Type Declaration

    • enabled: boolean

      Use a grid (costs three small compute passes per frame).

    • height: number

      Height above the fire's highest ground, metres.

    • resolution: [number, number, number]

      Cells along x, y, z.

    haze: { enabled: boolean; max: number; strength: number }

    Screen-space heat haze above the front (refraction). Off by default.

    Type Declaration

    • enabled: boolean

      Draw it.

    • max: number

      Most haze particles.

    • strength: number

      Refraction strength (fraction of the screen).

    light: { distance: number; flicker: number; intensity: number }

    A flickering point light at the front. Colour follows the flames' blackbody temperature.

    Type Declaration

    • distance: number

      Range, metres (0 = infinite).

    • flicker: number

      Flicker depth 0…1.

    • intensity: number

      Intensity per unit of front intensity (square-rooted).

    smoke: {
        capHeight: number;
        capIntensity: number;
        clean: string;
        detail: number;
        dirty: string;
        life: [number, number];
        lightSteps: number;
        linger: number;
        max: number;
        opacity: number;
        rate: number;
        rise: number;
        shadowSteps: number;
        size: number;
    }

    The smoke plume: lit, alpha-blended, depth-sorted volumetric puffs that rise and bend downwind.

    Type Declaration

    • capHeight: number

      Height above the front (metres) where an intense fire's plume caps into bright pyrocumulus. 0 = never.

    • capIntensity: number

      Front intensity (sum over cells) above which the plume caps.

    • clean: string

      Albedo of clean smoke: wet, fresh or light fuel (#rrggbb).

    • detail: number

      Per-pixel noise detail 0…1.

    • dirty: string

      Albedo of dirty smoke: heavy, dry, woody fuel (#rrggbb).

    • life: [number, number]

      Life range, seconds.

    • lightSteps: number

      Per-particle shadow steps through the plume's density grid (0…8).

    • linger: number

      Seconds burnt-out cells keep giving off faint wisps.

    • max: number

      Most smoke particles alive.

    • opacity: number

      Opacity multiplier.

    • rate: number

      Puffs per second per unit of smoke weight.

    • rise: number

      Buoyancy (how hard hot smoke rises).

    • shadowSteps: number

      Per-pixel self-shadow taps towards the sun (0…4).

    • size: number

      Puff size at birth, metres (grows over life).