# OceanLook

> Talos next · Since 0.6; changed 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. |

## See also

- `OceanWaterType`
