Viewerhelp:Water Presets

From Second Life Wiki
Jump to navigation Jump to search
KBcaution.png Important: This article has been translated. The translation was imported on 1 Nov 2011. Any changes will require re-export for incremental translation.
To create a new preset:
  1. Type a new name in the Preset Name field.
  2. Adjust the settings as desired.
  3. Click Save.
To edit an existing preset:
  1. Choose one from the Preset Name list. Do not modify the name!
  2. Adjust the settings as desired.
  3. Click Save.

Select Make this preset my new water setting to also make the preset your current setting.

See Region Environment Settings for more information.


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.