Difference between revisions of "Viewerhelp:Water Presets"
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{{Help Article | {{Translated Help Article||1 Nov 2011}} | ||
{{Viewerhelp:Environment Presets|water}} | {{Viewerhelp:Environment Presets|water}} | ||
Latest revision as of 11:54, 14 November 2011
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:
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To edit an existing preset:
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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
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Opens the Color Picker so you can change how underwater fog appears. |
Fog Density Exponent
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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 .
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Underwater Fog Modifier
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Boosts or lessens Fog Density Exponent when you're underwater. Has no effect on the water's surface. |
Big Wave Direction
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Controls where and how fast the large-scaled version of the normal map moves in the X and Y directions. |
Reflection Wavelet Scale
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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
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Controls how much light is reflected at different angles. See Fresnel. |
Fresnel Offset
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Controls how much light intensity is reflected. |
Little Wave Direction
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Controls where and how fast the the small-scaled version of the normal map moves in the X and Y directions. |
Refract Scale Above
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Controls how much light is refracted from looking above the surface of the water. |
Refract Scale Below
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Controls how much light is refracted from looking from below the surface of the water. |
Blur Multiplier
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Controls how waves and reflections are mixed. Higher values appear brighter. |
Normal Map
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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. |