Difference between revisions of "Viewerhelp:Water Presets"

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(Created page with "{| |-- |valign=top width=33.3%| {{UIref | Water Fog Color | Opens the {{winlink|Color Picker}} so you can change how underwater fog appears.}} {{UIref | Fog Density Exponent | C…")
 
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To edit an existing water preset, choose one from the Preset Name list, adjust the settings, then click '''Save'''.
To create a new water preset, type a new name in the '''Preset Name''' field, adjust the settings, then click '''Save'''.
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Revision as of 16:52, 6 June 2011

To edit an existing water preset, choose one from the Preset Name list, adjust the settings, then click Save.

To create a new water preset, type a new name in the Preset Name field, adjust the settings, then click Save.

Water Fog Color

  Opens the Color Picker so you can change how underwater fog appears.
Fog Density Exponent

  Controls how dense the water fog is and how far you can see underwater. Has no underwater effect when Underwater Fog Modifier is 0.00.
Underwater Fog Modifier

  Boosts or lessens Fog Density Exponent when you're underwater. Has no effect on the water's surface.
Big Wave Direction

  Controls where and how fast the large-scaled version of the normal map moves in the X and Y directions.
Reflection Wavelet Scale

  Controls the scaling of the three wavelets that make up the water. Changes may be subtle and are easier to see with low Fresnel Scale settings.
Fresnel Scale

  Controls how much light is reflected at different angles. See Fresnel.
Fresnel Offset

  Controls how much light intensity is reflected.
Little Wave Direction

  Controls where and how fast the the small-scaled version of the normal map moves in the X and Y directions.
Refract Scale Above

  Controls how much light is refracted from looking above the surface of the water.
Refract Scale Below

  Controls how much light is refracted from looking from below the surface of the water.
Blur Multiplier

  Controls how waves and reflections are mixed. Higher values appear brighter.
Normal Map

  Opens Pick Texture so you can set what normal map is layered across the water to determine reflections and refractions. A normal map is a specially-prepared image to simulate depth, but you can use any texture here.