animLava
Procedural lava that really flows, with no textures, forked from Rune and Ember's fantasyLava, MIT (fantasyMaterials). Dark cooled crust plates drift on the current and tear apart and close again, while the molten rock beneath streams faster and curls along a flow-mapped swirl. T…
animLava
Procedural lava that really flows, with no textures, forked from Rune and Ember's fantasyLava, MIT (fantasyMaterials). Dark cooled crust plates drift on the current and tear apart and close again, while the molten rock beneath streams faster and curls along a flow-mapped swirl. The colour is a blackbody ramp on a temperature (deep red, orange, yellow, yellow-white), hottest in the narrow fresh seams between plates; plate lips glow red from the melt. The crust is a real PBR surface (dark rough basalt with a height-derived normal); the molten parts are glossy dark liquid whose light goes only in emissive. Every field is periodic over one UV repeat, the motion included, so it tiles seamlessly.
What changed from fantasyLava: motion is stated in metres, offset = flow_velocity * time + flow_phase (m/s and m, following the wearer's am.flow and am.flowPhase values written by animatedMaterials' Live), divided by tile_size for UV repeats, so a live change of speed or direction never makes the surface jump (the speed-dependent part of the molten flow map was removed for the same reason); glow (the wearer's am.glow) multiplies the emission; it is an engine-lit surface() shader, so the albedo, roughness and emissive debug views read its real channels.
style 0 realistic, 1 hand-painted, 2 toon (flat red/orange bands with yellow ribbons, round inked crust blobs with a cel highlight and a hot yellow rim). Also turbulence, plate_scale (plates per repeat), crust_amount, crust_tear, crust_color, the two roughnesses and crust_height (metres). Used by animatedMaterials' lavaCrusted and lavaToon.
Scoped to this part · feeds back into the world's score.