Uilora Liquid Chrome
A molten metal simulation using procedural height-maps to calculate real-time chrome reflections and specular peaks.
Props
| Property | Type | Default | Description |
|---|---|---|---|
| baseColor | string | #020202 | Deep shadow tint |
| chromeColor | string | #ffffff | Highlight/Metal color |
| speed | number | 0.5 | Rate of flow |
| viscosity | number | 0.4 | Liquid 'Thickness' |
| distortion | number | 0.8 | Mouse wake intensity |
When to Use
Perfect for high-tech product pages, gaming websites, and 3D-heavy UI designs that want a 'Liquid Mercury' look.
Best Practices
The effect relies on normals, so use a pure white `chromeColor` to get the most realistic 'Studio Lighting' reflection.
Why This Component Matters
Achieving high-quality chrome usually requires heavy textures; this component does it entirely with math in a few kilobytes.
FAQ
QHow are the reflections calculated?
It uses a central-difference algorithm to find the surface slope from the noise height-map, then applies a virtual studio light dot product.
QIs it responsive?
Yes, the normals automatically adjust to maintain their 3D shape across any screen resolution.
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Liquid Chrome Hero
Procedural simulation of molten chrome alloys with velocity-based distortion. Interactive liquid metal surface with specular highlights.
