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VoxelBlockyFluid

Properties of a blocky fluid.

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class VoxelBlockyFluidReckfellSharpInherits Resource

Properties of a blocky fluid.

Common properties of a specific fluid. It may be shared between multiple blocky models, each representing a level/state of the fluid.

Declarations checked against C# SDK 1.0.0. Expand a name to see declarations and documentation.

Constructors1

VoxelBlockyFluidConstructor
# VoxelBlockyFluid
C#
public VoxelBlockyFluid();

Properties2

DipWhenFlowingDownProperty
# DipWhenFlowingDown
C#
public bool DipWhenFlowingDown { get; set; }

When enabled, if all following conditions are met for a given fluid voxel:

  • It doesn't have maximum level
  • It isn't covered by another voxel of the same fluid type
  • It can flow downwards (below is air or fluid of the same type) Then the shape of the voxel will change to be "pushed" downwards, creating steeper slopes. Note, this also means the voxel will look as if it has minimum level in some situations. However, in practice these cases don't occur often. You may decide whether to use this option depending on how your fluid simulates.
MaterialProperty
# Material
C#
public Material Material { get; set; }

Material used by all states of the fluid. Note that UVs of a fluid are different than a regular model, so you may need a ShaderMaterial to handle flowing animation. See [url]https://voxel-tools.readthedocs.io/en/latest/blocky_terrain/#fluids[/url]

Methods4

GetDipWhenFlowingDownbool
# GetDipWhenFlowingDown
C#
public bool GetDipWhenFlowingDown();
Returns bool
GetMaterialMaterial
# GetMaterial
C#
public Material GetMaterial();
Returns Material
SetDipWhenFlowingDownvoid
# SetDipWhenFlowingDown
C#
public void SetDipWhenFlowingDown(bool enable);
Parameters
NameTypeDefault
enablebool—
SetMaterialvoid
# SetMaterial
C#
public void SetMaterial(Material material);
Parameters
NameTypeDefault
materialMaterial—
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