Talos docs

OceanLook

Since 0.6Changed in next

The sea's look: render only, never part of a replay or a physics hash.

Plain text

The HD renderer uses all of it; the standard renderer's flat plane uses waterType for its tint. More look controls will join it.

Fields

FieldTypeRequiredDefaultAllowed valuesDescription
waterTypeOceanWaterTypenooceanic-i, oceanic-ib, oceanic-ii, oceanic-iii, coastalThe water's optical type. Absent: oceanic-ib.
foamnumberno1Scale on whitecap coverage, 0..2. Default 1.
spraynumbernoScale on the spray thrown off breaking crests (HD only, only where the sea has whitecaps), 0..2: 0 is none, 1 the default pool of 8192 particles.
wakeFoamGainnumberno1What a wake's foam adds to the sea's foam at full strength (HD only), 0..4. Lower it and a wake reads as lace, not solid white. Default 1.2. Outside is clamped.
wakeFoamBreakupnumbernoHow far a wake's foam breaks into soft clumps with dark water between them (HD only), 0..1. Default 0: not at all. Outside is clamped.
wakeFoamBreakupSizenumberno4About how big those clumps are near the camera, metres, 0.5..200, twice that far off (HD only). Default 4. Outside is clamped.
flatColorstringnoHex colour of the standard renderer's flat sea (or lake) exactly as it shows on screen, the spelling skyColor uses: drawn unlit, so it never mirrors the sky into a grey sheet at grazing angles (a stylised sea). Absent: the lit plane tinted by waterType. The HD renderer ignores it.

See also