OceanLook
Since 0.6Changed in next
The sea's look: render only, never part of a replay or a physics hash.
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
| Field | Type | Required | Default | Allowed values | Description |
|---|---|---|---|---|---|
waterType | OceanWaterType | no | oceanic-i, oceanic-ib, oceanic-ii, oceanic-iii, coastal | The water's optical type. Absent: oceanic-ib. | |
foam | number | no | 1 | Scale on whitecap coverage, 0..2. Default 1. | |
spray | number | no | Scale 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. | ||
wakeFoamGain | number | no | 1 | What 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. | |
wakeFoamBreakup | number | no | How 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. | ||
wakeFoamBreakupSize | number | no | 4 | About how big those clumps are near the camera, metres, 0.5..200, twice that far off (HD only). Default 4. Outside is clamped. | |
flatColor | string | no | Hex 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. |