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.
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.