# SceneRipples

> Talos next · Since next

Small waves on the water around the camera (HD): rings run out where a floating body, a splash, an effect or a script (`ctx.water.poke`) touches the sea, a lake or a river, and fade.

Render only: nothing feeds physics. `{}` turns them on with the defaults. Absent: none, and the water is drawn as before.

## Fields

| Field | Type | Required | Default | Allowed values | Description |
|---|---|---|---|---|---|
| `cells` | `number` | no | `256` |  | Cells across the square around the camera, 64..512 (a multiple of 8). Default 256. Outside is clamped (`ripples-out-of-range`). |
| `cellM` | `number` | no | `0` |  | Metres per cell, 0.1..1. Default 0.25 (256 cells: 64 m across). Outside is clamped (`ripples-out-of-range`). |
| `speedMps` | `number` | no | `2` |  | How fast a ring spreads, m/s, 0.1..20 (held below the step's stability limit). Default 2. Outside is clamped (`ripples-out-of-range`). |
| `damping` | `number` | no |  |  | How fast rings die, per second, 0..4: 0.6 (the default) halves a ring in about a second. Outside is clamped (`ripples-out-of-range`). |
