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Documentation

Hey👋, first time here? You can find the installation guide and first run in the getting started section.

Mesh

Height

Allows to control water height.

Size

The size of water mesh domain.Water deformation from waves is applied within this distance.

Resolution

Resolution of water mesh.Higher values equal higher quality, but come at a cost to performance.

Detail Resolution

A subdivision of resolution parameter.Improves quality at a performance cost.

Shrinkwrap

Select an object that the ocean will attempt to shrinkwrap to.Can be used to make the ocean match the shape of a local fluid simulation or to add some artistically driven shapes.

Material

Type

A choice between Refractive and Subsurface scatter.Refractive material uses more a complex shader, that can potentially be slower but gives more realistic results. It includes light refraction and dispersion effects. Subsurface material uses a simple subsurface shader to approximate underwater color and light scattering.

Color

The scattering color of the ocean. Adjusting the ocean color helps achieve the desired visual effect for different types of water bodies, from clear tropical waters to deep, murky seas.

Extinction

The extinction parameter of ocean material. Determines how quickly different colors get absorbed by water.In most cases should be the inverse of the color parameter, but can be varied to accommodate certain material properties and for artistic control.

Scattering distance

A factor by which light gets scattered over distance.Lower number equals less scattering per light distance traveled, thus resulting in better underwater clarity.

Vertical Scattering

Adjusts the amount of light scattering vertically in the ocean surface simulation.Increasing this parameter enhances the vertical distribution of scattered light, affecting the appearance of subsurface details and light diffusion below the surface.

Vertical Scattering Exponent

Controls the exponent used in the calculation of vertical scattering.This parameter fine-tunes the rate at which light scatters vertically through the ocean surface. Adjusting this exponent alters the distribution and intensity of vertical scattering.

Snell’s Scattering

Specifies the coefficient used in the calculation of light refraction based on Snell’s Law at the ocean surface.This coefficient determines the degree of bending of light rays as they pass through the water-air interface.

Forward Scattering

Controls the amount of forward scattering of light in the ocean surface simulation.Forward scattering occurs when light is redirected along its original path or slightly deviates from it, influencing the overall visibility and atmosphere of the scene.

Back Scattering

Adjusts the intensity of backscattering in the ocean surface simulation.Back scattering involves the redirection of light away from its original path, influencing the overall brightness and visual clarity of the water surface.

Reflection IOR

Index of reflection for ocean reflections.Affects reflectivity and more perpendicular view angles to the surface. Higher IOR generally gives a more reflective surface. Most commonly will match with Refraction IOR.

Refraction IOR

Index of refraction for ocean refractions.Affects how much light gets refracted. Higher values cause larger refractive distortion when looking at objects underwater.

Refraction Dispersion

Amount of dispersion in the material.Allows tweaking the amount of dispersion. Larger values cause larger chromatic fringing around the edges of refracted objects. At a value of 0, no dispersion effects will be seen.

Reflection Fresnel Boost

Fresnel boost for improving the look of reflections when using a plane reflection probe.When using a plane reflection probe, the reflections may look off. Use this to tweak them and make them look more in line with other reflection techniques.

Camera Near Offset

Offsets the near-clipping plane of the camera used in the simulation.This parameter adjusts the minimum distance from the camera at which objects are rendered, preventing clipping issues and improving the rendering of nearby objects.

Color

The scattering color of ocean.

Subsurface Scale

The scale factor for scattering radius.Determines how deep the light scattering penetrates the surface, affecting the softness of scattered light.

Reflection IOR

Camera & LOD

Camera

Current camera object used by the addon.The camera is mandatory for the addon to work properly.

End Clip Plane

Sets the distance from the camera beyond which objects are no longer rendered.This parameter determines the furthest point in the scene that is visible to the camera. It’s a built-in parameter for the camera, exposed in the add-on for ease of access

View Frustum Boost

Adjusts the size of the view frustum used for rendering the ocean.The view frustum defines the visible portion of the scene from the camera’s perspective. This is used to cull parts of the ocean for performance, tweak this in case of unwanted artifacts.

Far LOD Offset

Relative distance at which the lowest LOD level is used.

Near LOD Offset

Relative distance at which the highest LOD level ends.

LOD Exponent

Controls the transition between ocean LOD levels.

Time Multiplier

The multiplier for simulation time.

Water Edge

Enables the rendering of a defined boundary or edge for the water surface in the scene.This parameter controls the visibility and appearance of the boundary where the water meets the camera as it gets submerged.
Camera Water Edge

Z Offset

Adjusts the offset of the water edge boundary relative to the camera. This parameter modifies the position of the boundary line, allowing for fine-tuning of its placement.

Width

Control the width of the water edge. Generally recommended to extend it just past the camera boundary.

Height

Control the height of the water edge, changing how large it appears on the screen.Positive values make the camera hydrophilic, while negative ones make it appear hydrophobic.

Resolution

Determines the level of detail or smoothness of the water edge boundary line.This parameter controls the number of vertices or segments used to render the boundary line, affecting its visual quality and smoothness.

Waves

Smallest wave

Control the horizontal scale of the smallest waves (in meters).

Largest wave

Control the horizontal scale of the largest waves (in meters).

Wave height

Set the max range of wave amplitude (in meters).

Wind speed

Set a wind speed to affect how waves get shaped.

Distribution Log

A logarithmic distribution parameter for waves.Allows to bias waves towards higher or lower frequencies.

Dispersion

Control wave dispersion angle. Low values make concentric wave strips, while higher values create a more chaotic ocean.

Angle

Change the dominant wind and wave flow direction.

Skew

Control wave skew strength.

Choppiness

Control how sharp and choppy wave peaks appear.

Foam Amount

Control the amount of foam forming at wave peaks.

Capillary Waves

Strength

The strength of capillary waves.Higher values make for more defined waves.

Scale

Scale of capillary waves.A higher scale value means more waves per surface area.

Stretch

Control stretching of capillary waves.Higher stretch value makes more stripey-appearing waves.

Direction

The direction of capillary waves.Having this value differ from the dominant wave direction allows simulating effect of a local breeze being different from the main wind direction, as an example.

Speed

Speed of capillary wave movement.

Variance

Capillary wave variance across the ocean surface.Lower values make more uniform-looking capillary waves.

Drag

How strongly major waves drag capillary waves along with them.

Mask Scale

Control scale of the mask texture used to vary capillary wave distribution.

Mask Offset

Offset the coordinates of the mask texture used to vary capillary wave distribution and macro scale roughness.

Mask Minimum

Capillary wave amount in lower mask parts.

Mask Maximum

Capillary wave amount in higher mask parts.

Roughness Minimum

Water surface roughness in lower mask parts.

Roughness Maximum

Water surface roughness in higher mask parts.

Wakes & Ripples

Wakes

Select an object to be a wakes caster.

Boolean

Select an object and enable the boolean checkbox to make the object cut a boolean hole in the ocean.

Ripples

Select an object and enable the ripple checkbox to make the object produce ripples.

Wake Height

Control the height/strength of wakes produced.

Frequency Minimum

Sets the lowest frequency of waves and ripples, affecting larger, slow waves.

Frequency Maximum

Sets the highest frequency of waves and ripples, affecting smaller, fast waves.

Fade Distance

Controls how quickly waves and ripples diminish over distance in the simulation.

Time Scale

How fast ripples move in the simulation.

Underwater

Objects

Select objects with materials to apply underwater effects.

Submerged Underwater

Toggle underwater calculations for selected objects materials.Enabling this adds underwater fog, light attenuation and surface tension effects to all materials of the selected objects.

Advanced Intersection

Toggle advanced intersection calculation.Gives a more accurate underwater shader that matches wave shapes. Comes at a performance cost, so only use it for objects nearby where this is noticeable.

Particles

Enables underwater particles.

Domain size

Determine the size of a simulated particle domain around the camera.

Domain Z Offset

Determine how far from the camera particle domain is visible.Use to avoid potentially cut-off particles.

World Underwater

Allows to toggle underwater shader for world shader.It is used for ensuring a fully covered underwater shader, including default Eevee reflections and refractions.

Advanced Volumetrics

Enable Blender volumetrics in the ocean shader.Allows for per-light interactions and shadows. High-performance impact, especially in Cycles.

Volume Density

How strong the advanced volumetrics volume is.

Volume Distance

Range in which the advanced volumetrics are used from the camera.