shown in other instead.
The water_global_base material performs quad tessellation of the water surface. But keep in mind that not the whole water surface is tessellated. In fact, we have two parts of water: the inner part, which is close to the camera, is tessellated, and all the rest — the outer part — is not detailed. Tessellation as well as other parameters of the water_global_base materials can be adjusted to fit your requirements.
In the States tab, you can set rendering passes and available options. Enabling some states activates additional textures and parameters in the Textures and Parameters tabs respectively.
|FieldSpacer Interaction||Enables the effect of FieldSpacer object on the Global Water object.|
|FieldHeight Interaction||Enables the effect of FieldHeight object on the Global Water object.|
|FieldShoreline Interaction||Enables the effect of the FieldShoreline object on the Global Water object. Enabling this option makes available the group of Field Shoreline states.|
|FieldSpacer Interaction||Enables the influence of FieldSpacer object on the Global Water object.|
|Planar Reflection||If enabled, this state allows using planar reflections on the water surface instead of SSR. It is better to use this option for undisturbed water (0-2 Beaufort).
Enabling the option activates Planar Reflection Map Size and Planar Reflection parameters.
|Auxiliary||Enables the auxiliary rendering pass for the material. Can be used for custom post-effects, such as thermal vision, night vision, etc.
Enabling the option activates the Auxiliary Color parameter.
This set of states is enabled by toggling on the FieldShoreline Interaction option.
|Normal||Enables calculation of normals for geometry of shoreline waves. This option significantly reduces performance and can be used in cases, when really large waves are required. Enabling just the geometry state to simulate distortion of the water surface by a shoreline wave is enough in most cases.|
Post Processing and Post Processing (Backface)#
Post processing options activate post processing effects for the material. The effects are available both for front and back faces of the water surface.
- DOF — enables the depth of field effect.
- Motion blur — enables the motion blur effect.
The Planar Reflection section containing Map Size is activated by enabling the Planar Reflection option. This parameter specifies the size of the planar reflection map, in pixels: the higher the value, the better the quality is.
Available sizes of the map are:
- 128 — creates a reflection image with 128x128 resolution.
- 256 — creates a reflection image with 256x256 resolution.
- 512 — creates a reflection image with 512x512 resolution.
- 1024 — creates a reflection image with 1024x1024 resolution.
- 2048 — creates a reflection image with 2048x2048 resolution.
- 4096 — creates a reflection image with 4096x4096 resolution.
- Quart height — creates a reflection image with the resolution height/4 x height/4, where height is an application window height.
- Half height — creates a reflection image with the resolution height/2 x height/2, where height is an application window height.
- Height — creates a reflection image with the resolution height x height, where height is an application window height.
|Max Tessellation Factor||
|Tessellation Exponent||Tessellation Exponent is in charge of the rate of changing the tessellation factor. It specifies how fast tessellation fades from the center point of the inner water area to the outer part.|
|Procedural Normal Blur||The ratio of the procedurally generated normal blurring. The lower the value, the more blurred (hence, more flatten) the water surface is.|
|Procedural Normal Weakening||The ratio of procedurally generated normal weakening.|
|Choppiness Force||The sharpness of the wave crests. If Choppy Waves is enabled, the engine moves the vertices near the wave crest closer to the crest and recalculates their normals to make them look more plausible. This parameter specifies the force of the described contraction.|
|Choppiness Normal Blur||The blurring of normals for vertices near the wave crest that have been affected by the geometry modification (i. e. by Choppiness Force).|
|Choppiness Normal Weakening||Weakening of normals to make the form of waves less sharp and outlined.|
|Procedural Fragment Scale||Intensity of the effect a Field Height produces on the water surface.|
Waves Animation Parameters#
Waves for the water_global_base material are created by using the height map. The engine performs sampling from this height map and creates waves by using a simple formula:
A*H1 + B*H2 + C*H3
In this formula, H1, H2, H3 are samplings from height map, and A, B, C are the Height Scale parameters.
Additional ripples (cat's-paw effect) are created by using the normal detail map.
|Wave 0 UV Transform||Specifies the UV transform for the first sample of the height texture. The first two values are the scale texture coordinates along the X and Y axes. The third and forth specify the wind force and direction for the U and V axes.|
|Wave 0 Height Scale||Sets the height scale for the first sample of the height texture.|
|Wave 1 UV Transform||Specifies the UV transform of the second sample of the height texture. The first two values are the scale texture coordinates along the X and Y axes. The third and forth specify the wind force and direction for the U and V axes.|
|Wave 1 Height Scale||Sets the height scale of the second sample of the height texture.|
|Wave 2 UV Transform||Specifies the UV transform of the third sample of the height texture. The first two values are the scale texture coordinates along the X and Y axes. The third and forth specify the wind force and direction for the U and V axes.|
|Wave 2 Height Scale||Sets the height scale of the third sample of the height texture.|
|Detail 0 UV Transform||Specifies the UV transform for the first sample of the normal detail texture. The first two values are the scale texture coordinates along the X and Y axes. The third and forth specify the wind force and direction for the U and V axes.|
|Detail 0 Intensity||Sets the intensity of the first sample of the normal detail texture.|
|Detail 1 UV Transform||Specifies the UV transform for the second sample of the normal detail texture. The first two values are the scale texture coordinates along the X and Y axes. The third and forth specify the wind force and direction for the U and V axes.|
|Detail 1 Intensity||Sets the intensity of the second sample of the normal detail texture.|
|Patch 0 UV Size||Size of the first foam texture patch.|
|Patch 0 UV Speed||Speed of the first foam patch.|
|Patch 1 UV Size||Size of the second foam texture patch.|
|Patch 1 UV Speed||Speed of the second foam patch.|
|Wave Intensity||Foam intensity on the wave crests.|
|Shoreline Intensity||Foam intensity near shores or different objects in water.|
Subsurface Scattering Parameters#
|Intensity Through Waves||
|Intensity Around Foam||
|Diffuse Intensity||Intensity of subsurface scattering for diffuse lighting.|
The Underwater parameters adjust the underwater part of the water_global_base material.
The final color of underwater is calculated using the following formula:
FinalColor = FogColor * SunLighting^(1/FogSunLighting) + FogColor * EnvLighting^(1/FogEnvLighting)
FogColor, FogSunLighting, and FogEnvLighting are specified in the material. The other parameters (Sun and Environment lighting) are calculated according to the sun lighting and environment lighting of the scene. In fact, this formula defines how the sun and the environment lights affect the final underwater color.
|Fog Lighting Depth||
|Lighting Offset||Height offset for lighting.|
|DOF Distance||Focal distance for the underwater DOF effect.|
|Fog Environment Lighting||Degree of impact of the environment lighting on the final underwater color.|
|Fog Sun Lighting||Degree of impact of the sun lighting on the final underwater color.|
|Shafts Intensity||Intensity of the underwater sun shafts.|
|Reflection Occlusion Slope||Slope of negative normals of the water surface, at which occlusion is performed for wave reflections.|
|Diffuse Distortion||Distortion of decals projected onto water.|
|Soft Intersection||Soft intersection of water with the shoreline and surfaces of objects.|
|UV Transform||UV Transform coordinates for the caustic texture.|
|Distance Fade||Distance from the water surface downwards, at which light shapes fade, in units.|
|Animation Speed||Movement speed of the light patterns.|
|Brightness||Brightness of the light shapes.|
|Wave Speed||The speed of tidal waves.|
|Wave Tiling||The frequency of tidal waves.|
|Exponent||Nonlinearity of tidal waves frequency and movement speed depending on their distance from the shoreline.|
|Foam Stretching||Width of the Shoreline LUT texture that creates a tidal wave.|
|Mask Tiling||Size of the foam procedural pattern used to reduce the foam tiling effect when seen from above.|
|Wave Mode||Prominence of oncoming tidal waves.|
|Falloff||Visibility gradient of waves coming from sea to the shore.|
|Beaufort Falloff||Height control of main geometry waves near the shoreline.|
|Foam Intensity||Degree of foam intensity along the shoreline.|
|Foam Exp||Visibility of the foam texture pattern.|
|Front Exp||Semi-transparency of the foam at an angle to the wind direction. Allows making the foam visible only on the windward side.|
|Wetness Intensity||Intensity of the wetness effect along the shoreline.|
|Wetness Distance||Spread of the wetness area along the shoreline, in units.|
|Wetness Offset||Offset of the wetness area from the water, in units.|
|Viewport Mask||The viewport mask of the reflection camera. A surface has its reflection rendered, if its viewport mask and its material's viewport mask match this mask.|
|Distance||Distance from the reflection viewport camera to the reflected object, in units. This distance sums up to the distance from the camera to the reflective surface plus the distance from object to reflective surface.|
|Pivot Offset||Position of the reflection pivot point.|
|Physics Field Mask||The field mask that controls CPU-related operations with fields. For example, intersection with a wave created by Field Height can be detected, if a relevant Field Mask is enabled.|
|Visual Field Mask||The field mask that controls GPU-related (visually perceptible) effects of fields.|