Water Surface Settings
Geometry
Generic settings all water layers/objects have regarding on the base geometry side of things.
Apply Object Transformations
Offset the details of the water by the transformations of the object. Useful if lining up water objects so their waves and resoluiton match. (On by default when creating water layer is a separate object)
Water Layer Only
Settings of when the water is on an object and multiple water layers can be added
Use Waves (Layer List)
Enable wave displacement on the geometry of this layer.
Located in the list item row of water layers next to the layer visiblity eye toggle
Convert Active Layer to Object
Take the highlighted active water layer in the layer list and convert it into a separate water layer
Located in the Water Layer Menu next to the layer list
Water Object Only
Settings of when the water is its own separate water object.
Use External Object
Use geometry external to the water when calculating heights and cut-offs. (On by default)
Object
The geometry external to the water to use.
Convert Water Object to Layer
Convert the water object into a layer on the external Object
that the water object is referencing.
Located in the Water Layer Menu next ot the Object
picker
Surface
Generic settings all water layers/objects have regarding the surface details.
Material
The material to use for the water. If using the default True-Terrain material the UI will be special to it. Otherwise if using a custom water material the ui will create a panel for each node group it finds with the node group's name as the panel's header. Then inisde the drop down panel it'll display the node group's sockets as displayed in the Properties panel of the Node tab in the Node Editor window.
Waves
When non-True-Terrain Material is in use the only wave settings visible are the Geoemtry Waves
Decay
For many settings in the waves there are settings concerning the "decay" of that setting. This decay (with exception of crest foam) regards the layering of waves upon eachother. To do waves right you must calculate smaller and smaller waves and add them all together at varying stengths. The "decay" settings are the multiplier of that setting for each subsequent wave iteration. So for a wavelength setting of 5m and a decay rate of 0.9 (defaults) the first wave iteration with generate waves roughly 5m apart. The 2nd iteration will generate waves 5m×0.9 apart or 4.5m apart. The 2nd will be 5m*0.9*0.9 or 4.05m apart and so on. The smaller the number the faster each wave will become smaller.
Geometry Waves
Use Waves
Enable geometry displacement for waves (same as in the layer list)
Choppiness
How sharp the crest of the waves are.
Wavelength
The distance from one wave to another.
Wavelength Decay Rate
The rate at which the distance between each wave grows or shrinks.
Amplitude
The height of the waves. Decay rate is locked to wavelength's.
Speed
How fast the waves are moving.
Speed Decay Rate
How quick subsequent waves are in comparison the first.
Angle
The main direction of wave movement.
Max Distribution Angle
How far apart subsequent waves can be angled from the base angle. The closer to 0° the more in line the waves are. As you near 90° you may see a grid appearing.
Distribution Seed
Randomize the subsequent wave direction angle.
Capillary Waves
Not shown if non-True-Terrain material is in use
Count
Number of small, ripple waves to show when rendering.
Speed
How fast these shader based waves move.
Rotation
The direction at which the waves move.
Warble Speed
The speed of the waves distortion.
Bump Strength
Increase the height of the waves.
Foam
Crest
Enable
Generate crest foam on the geometry.
Amount
The amount of crest foam to display when rendering. Maxed out by the Crest Spread setting
Spread
The amount of crest foam to generate on the geometry.
Spread Decay Rate
How long to fade out crest foam.
Requires waves to be set to Animation instead of Static
Shore Foam
Distance from Shore
Vary the how far out the foam extends from the terrain. Calculates the distance not from the "shore" not so much from where the water meets the terrain but from where the height of water is at 0.
Border Distort
Vary the distortion level of the foam line.
Soften
Reduce the falloff of the shore foam.
Around Objects Foam
Enable
Generate foam around the objects in the collection (In Global Settings if layer based)
Distance
The max distance foam can be around the objects.
Distortion
How much to distort the foam line
Foam Source
- Geometry: calculate shore and around objects foam in geometry nodes.
- Shader: calculate shore and around objects foam in the shader nodes using ambient occlusion.
Total Layers
Number of foam layers to stack together
Speed
How fast the foam moves.
Scale
The sizing of the foam textures.
Rotation
Direction the foam travels.
Foam Shader Settings
Color
The color overlay of the foam.
Bump Height
Increase the perceived depth of the foam.
Anti-Tile
Blur Seams
Blur the borders of each tile.
Scale Random
Vary the scale of the foam texture for each tile.
Rotation Random
Vary the rotation of the foam texture in each tile.
Shader
Color
Color of the water.
Roughness
How much shine the water has.
IOR
Index of refraction of the water. 1.33 is the default for water.
Refraction
HSV
Change the color of the dispersion and caustics.
Dispersion Amount
The amount to split up the colors of the light passing through the water.
Dispersion Blur
Vary the smoothness of the borders of the dispersed colors
Caustics Intensity
Vary the brightness of the caustics.
Going too high will brighten the water volume as a whole
Caustics Blur
Vary the smoothness (out of focus effect) of the caustics.
Caustics Shadow Intensity
Since caustics are the focusing of light in certain areas due to the movement of the waves there are by inverse shadowed areas. This setting increase the darkness of those shadows.
This value is relative to the caustic intensity. Going too high can cause unwanted results.
Volume
Enable
Calculate the water as a volume
Absorption Amount
Higher values give the water a color (lesser values makes it more pure looking). Too high of a value will make the water very dark.
Absorption Color
The target color the water will turn as absorption increases.
Scatter Amount
Mimics particulates in the water like dirt. Higher values make the water cloudy or milky.
We do not recommend going over a value of 1
Scatter Color
The tint of the cloudiness or particulates. So for dirt you'd set the color to brown.
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