heat_haze

Heat shimmer: the wavy, see-through bending of light in hot air rising off a fire or a hot vent, streaming out of a jet or rocket exhaust, or lying over sun-baked ground. Only what is behind the hot air ripples; things in front of it and the interface stay sharp. Fire particles already make their own.

In scene text

heat_haze { shape "…"  direction (0, 1, 0)  strength 1 }

Add it in the Inspector (Add Component), in scene text as above, or ask your AI. Fields you leave out keep their defaults.

Fields 7

FieldTypeUnit / rangeWhat it does
shapetext—plume: hot air flowing from the object along direction (off a fire, out of an exhaust), widening as it goes; ground: a layer of shimmer over a hot area (radius its half-size, length its depth).
direction(x, y, z)—Which way the hot air flows, in the object's own axes: (0, 1, 0) up off a fire or vent; out of the nozzle for an exhaust.
strengthnumber0 … 4How strongly it bends the light: 1 a campfire, 2 to 3 a jet engine.
radiusnumberm, 0.01 … 200Radius of the hot air where it starts (ground: half the patch size).
lengthnumberm, 0.05 … 500How far it reaches along the flow (ground: the layer's depth).
speednumberm/s, 0 … 200How fast the hot air moves; the ripples travel with it.
ripplenumberm, 0.01 … 10Size of the ripples.
Arcwright Beta 2 (0.4.0) · generated from the engine source (25e375c86)Something wrong or missing? Tell us
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