- Wave scale: This parameter represents the
distance scale over which the shader calculation averages. It
should be set to the approximate size of 1 pixel in your scene.
- Wind speed: This is the wind speed in m/s.
It slightly affects the ocean optics. It should be set to the
same value as the main ocean wave speed.
- Glassiness (same as displacement map):
This parameter tells the shader to ignore waves that are smaller
than this number in meters. It should be set to the same value
as the main ocean displacement parameter.
- Jerlov water type: This parameter controls
how the ocean volume scatters light. 1-5 are presets and 0 means
that you want a custom value, described next. 1 gives a nice
clear blue sea and higher numbers give murkier waters.
- Upwelling color (when Jerlov=0): This
parameter is only used when Jerlov water type is set to User
Defined. The light color times this value determines the ocean
color.
- Index of refraction: This is the index of
refraction of the water if you want to make it look like
something other than water. Water IOR is 1.34.
- Use glitter: This flag says whether to use
the glitter component of the shader.
- Do reflections: This flag tells whether to
raytrace the reflection or to use the sky color given below if
you are above water or the ocean floor color if you are below
water. With this off, rendering goes faster, but objects don't
reflect onto the ocean.
- Do refractions: This flag tells whether to
raytrace the refraction or to use the ocean floor color given
below if you are above water or the sky color if you are below
water. With this off, rendering goes faster, but objects don't
refract through the ocean.
- Do shadows: This flag tells whether other
objects in the scene cast shadows onto the ocean. This only
causes glitter to be shadowed from lights.
- Ray recursion: This value determines how
many times a ray is bounced back and forth on the ocean only.
This is mainly good when there are large swells and the ocean
reflects itself. NOTE: Setting this value to 0 tells the plug-in
to send the mirror, IOR, bump-map, and specular values to
LightWave instead of the plug-in calculating the color itself.
- Visibility range: This value in meters
determines the distance from the surface of the water that the
water attenuates the light. When looking into the water from
above, objects that are below this value are not visible. The
object fades to the ocean floor color at this distance. A
viewing distance of -1 means that the water is perfectly clear
all the way down.
- Murkiness: This value can work in
conjunction with the visibility range. It is a number from
0 to 1 where 0 uses only the visibility range and any higher
number adds to the fading of the visibility range. It is
basically the murkiness of the water before the viewing range is
added into it.
- Ocean floor color: This is the color of
the ocean floor. It is used by the do reflections, do
refractions, murkiness, visibility range, sample sphere in the
surfaces panel of LW, and the color that is used when the ray
recursion limit is reached.
- Sky color: This is the color of the ocean
floor. It is used by the do reflections, do refractions,
murkiness, visibility range, sample sphere in the surfaces panel
of LW, and the color that is used when the ray recursion limit
is reached. The ocean floor or sky colors are used depending on
whether the camera is above the water or below the water and the
circumstances of each situation.
- Glitter width scale: This parameter
describes the width of the glitter pattern on the ocean. It
generally varies from 1 to 10. Smaller numbers produce a series
of isolated dots, where larger values cause the spots to become
wider and it fills in.
- Color scaling: This parameter selects
whether to use and what type of gamma correction the user wants
the surface to have. This is useful if you find the water too
dark and want to gamma scale just the water and not the whole
scene as the DR_NatureFXGamma does. The available parameters are
None, Gamma, Log.
- Scale value: This is the gamma value if
gamma is selected as a color scale type. This is unused for the
2 other types of scaling. A gamma value of .45 is good. In paint
programs, the gamma value is one over this value, ie: scale of
.45 is about 1/.45 or 2.22 in paint programs.
- Min rescale: These parameters are the
min/max rescale values of the gamma and log scaling types.
Generally 0 and 1 for gamma and -2.5 and 0 for log.
- Max rescale: These parameters are the
min/max rescale values of the gamma and log scaling types.
Generally 0 and 1 for gamma and -2.5 and 0 for log.
- Texture:
an image map that is added to the
surface color of the shader. It is always face-mapped from
above.
- Texture x position: The world coordinate x
position of the center of the texture in meters.
- Texture y position: The world coordinate y
position of the center of the texture in meters. This is
actually the z coordinate in LW coordinates.
- Texture rotation: The rotation in
counterclockwise direction from the +x axis that the texture is
rotated.
- Texture scale: The scale of the texture. A
256x256 texture will take up 256x256 meters of space with a
scale of 1.0.
- Texture tiling: A flag that determines
whether the texture wraps in both the x and y directions.
- Texture opacity: This parameter determines
how transparent the texture is. At 0.0, the texture is completely
transparent.
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