API

Class FluidRenderingTargetRenderer

Class used to render an object as a fluid thanks to different render target textures (depth, thickness, diffuse)

Index
density: number = 2

Density of the fluid (positive number). The higher the value, the more opaque the fluid.

dirLight: Vector3 = ...

Direction of the light. The fluid is assumed to be lit by a directional light

fluidColor: any = ...

Fluid color. Not used if generateDiffuseTexture is true

fresnelClamp: number = 1.0

Strength of the fresnel effect (value between 0 and 1). Lower the value if you want to soften the specular effect

minimumThickness: number = 0

Minimum thickness of the particles (positive number). If useFixedThickness is true, minimumThickness is the thickness used

refractionStrength: number = 0.1

Strength of the refraction (positive number, but generally between 0 and 0.3).

specularPower: number = 250

Strength of the specular power (positive number). Increase the value to make the specular effect more concentrated