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Version: 10.0

Lava Lamp

Lava Lamp is a raymarching shader effect that creates a physically-based representation of a Lava Lamp. It is based off of normalizedcrow's Lava Lamp shader.

Pro Feature
Requires Grab Pass

You must use the Poiyomi Pro version of Grab Pass in order to use this section.

Basic demonstration of the Lava Lamp raymarching effect.

Volume Bounds​

Bake SDF + Bind Data​

This button bakes the mesh with an Signed Distance Field Volume so that the Lava Lamp effect can effectively work. A separate 3D .asset is created with a representation of the SDF Volume of your mesh for the shader to use.

In order to use this function, you must edit the Material directly from the Mesh in your Scene.

SDF Volume​

Type
Texture Slot
Accepts
3D volume texturesRGB Off

Defines the Signed Distance Field 3D Volume to use for Lava Lamp.

This texture is generated upon using the Bake SDF + Bind Data option.

Min Thickness​

Type
Range
Range
0to1

Defines the minimum thickness of the 3D Volume's gradients.

Refraction​

Refractive Index​

Type
Range
Range
1to1.5

Defines how the refractive effect appears from the surface, dependent on the mesh used.

Normal Strength​

Type
Range
Range
0to1

Sets an intensity level on how much Lava Lamp should affect Normals.

Bind Data​

Use Mesh Bind Data​

Type
Dropdown
Options
DisabledEnabledAutodefault

Selects which Mesh Bind Data to use. By default, this is automatic.

Bind Positions UV Channel​

Type
Dropdown
Options
UV2UV3UV4UV5UV6defaultUV7UV8

Selects the Positions UV Channel to bind to.

Bind Normals UV Channel​

Type
Dropdown
Options
UV2UV3UV4UV5UV6UV7defaultUV8

Selects the Normals UV channel to bind to.

Bind Tangents UV Channel​

Type
Dropdown
Options
UV2UV3UV4UV5UV6UV7UV8default

Selects the Tangents UV channel to bind to.

World Rescale​

Type
Float

Sets the scale value for the binding data reference.

Mask​

Mask​

Type
Texture Slot
Accepts
Data texturesRGB Off

Mask Texture to isolate which area on your UV the Lava Lamp effect should only appear within.

Lava Blobs​

Shape​

Type
Dropdown
Options
BlobX Snd OStarsHearts

Configures what physical shape of each Lava Blob should look like.

Padding​

Type
Range
Range
0.01to0.2

This determines how much padding (or spacing) surrounding each blob.

Smoothing​

Type
Range
Range
0.01to0.5

Sets how the blobs should reach to each other. Lower values are more solid, while higher values will yield a more gooey effect.

Vertical Spacing​

Type
Range
Range
1to5

This sets how much spacing should be given for each blob when traveling from both directions. Lower values are more claustrophobic, while higher values are more spaced out.

Invisible Blob Chance​

Type
Range
Range
0to1

Sets how random there's a chance that there will be non-visible blob. Lower values are more common blobs, while higher values yield far less blobs.

Min Size​

Type
Range
Range
0to1

Configures the absolute smallest size possible for a blob to appear.

Max Size​

Type
Range
Range
0to1

Configures the absolute largest size possible for a blob to appear.

Size Distribution​

Type
Range
Range
-3to3

Configures how each blob should be distributed across the visible space.

Min Speed​

Type
Range
Range
0to1

Configures how fast each blob should move at a minimum.

Max Speed​

Type
Range
Range
0to1

Configures how fast each blob should move at a maximum.

Min Drift Speed​

Type
Range
Range
0to5

Sets how much it should drift left and right at the minimum.

Max Drift Speed​

Type
Range
Range
0to5

Sets how much total it should drift left and right at the maximum.

Reflectiveness​

Type
Range
Range
0to1

Configures how much reflection from the lava blobs from the light should be shown.

Roughness​

Type
Range
Range
0to1

Sets how rough or glossy the lava blobs should appear. Lower values are more glossy, while higher values are more rough.

Translucency​

Type
Range
Range
0to1

Sets how translucent the lava appears.

Matcap​

Type
Toggle

Enables the usage of a Matcap on the lava blobs.

Matcap​

Type
Texture Slot
Accepts
Color texturesRGB On

Texture used for the Matcap. This can be any color texture, but it is typically a sphere texture.

Border​

Type
Range
Range
0to5

How far toward the edge the Matcap texture should be applied. At 0.0, it would only project the very center. At 0.5, it would project all the way to the edge.

The Border value should be chosen based on how your Matcap texture appears. This is because there can be arbitrary cases depending on the UV. By default, 0.5 should be what you use as it shows the whole Matcap as-is.

Alpha​

Type
Range
Range
0to1

Sets how much the Matcap should appear.

Blend Mode​

Type
Dropdown
Options
ReplaceDarkenMultiplyLightenScreenSubtractAddOverlayMixed

Sets the blending operator to use for the Matcap.

Region​

Scale​

Type
Range
Range
0to1

This can set the TOTAL amount of blobs appearing all at once. Lower values are smaller blobs, while higher values are larger blobs.

Top Reservoir Height​

Type
Float

Sets the region on where the lava reservoir should appear from the very top. Configure this value to match your desired location on the top.

Bottom Reservoir Height​

Type
Float

Sets the region on where the lava reservoir should appear from the very bottom. Configure this value to match your desired location on the bottom.

Lava Color​

Type
Color

Sets the main primary color of the blobs.

Haze Color​

Type
Color

Sets the color of the hazy area contained within the lava's movement space.

Haze Density​

Type
Range
Range
0to50

Sets how dense the hazy area should appear. This setting is used to add realism to the contained area.

Tint Color​

Type
Color

Sets the tint of the hazy area.

Tint Strength​

Type
Range
Range
1to100

Sets the strength of the tint to the hazy area.

Top Color​

Type
Color

Sets what color the top reservoir should appear as.

Top Emission​

Type
Range
Range
0to10

Sets the total brightness of the top reservoir.

Bottom Color​

Type
Color

Sets what color the bottom reservoir should appear as.

Bottom Emission​

Type
Range
Range
0to10

Sets the total brightness of the bottom reservoir.

Color Range​

Type
Range
Range
0to1

Sets how much to blend the colors from the top reservoir to the bottom reservoir, which can tint the color of the blobs.

Flow Direction​

Type
Vector4

Configures the absolute direction of flow to use on the X, Y, Z, and W axis.