Vector Mode | vectorMode – When disabled, normal displacement is used for the output format. When enabled, vector displacement is used and in order to the Ocean Texture to be compatible with the V-Ray Displacement in Tangent mode, X and Y of the texture are centered around 0.5, while Z is centered around 0.0. For more information on vector displacement and normal displacement, see the Vector Mode example. When using this texture with V-Ray Displacement, please expand its Min/Max value limits in order to avoid clamping. If the Ocean Texture is in Vector Mode, please set Displacement type to Vector displacement in the V-Ray Displacement. Otherwise, you should use 2D displacement. |
Wind Speed (units/sec) | windSpeedUnits – When enabled, the wave height and speed are automatically calculated according to the wind speed. When disabled, wave height and speed are directly set by the Wave Height and Rate of Change parameters. Level Of Detail | levelOfDetail – Controls the amount of detail in the texture. This is similar to the levels parameter in a standard noise texture. Larger values will produce more pronounced and richer details. Wave Height | waveHeight – Controls the amplitude of the waves. When Wind Speed is enabled, this value is a multiplier of the amplitude. When Wind Speed is disabled, this value is the final wave height measured in system units. Vertical Offset | levelOffset – Introduces an additional shift to the displacement. Sharpness | sharpness – Controls the definition of the wave crest peaks. When using with V-Ray Displacement, keep in mind that when Vector Mode is enabled, adjusting the Amount parameter of a V-Ray Displacement Control will affect the resulting sharpness. To avoid this scenario, use only the Wave Height parameter in this rollout to control displacement and not the Amount parameter in the V-Ray Displacement. Velocity Coherence | velocityCoherence – Controls the direction variation of the waves. When this value is set to 1, all waves will move in the same direction, as they do on a coast. When set to 0, all waves will move in random directions, as they might in the open seas. Wave Crest | waveCrest – Adjusts the length of the waves' crests. For the most realistic results, use smaller values to create short crests when the Velocity Coherence is low and larger values for bigger crest when the Velocity Coherence is high. For more information, see the Wave Crest example below. Seed | seed – The initialization point for the random generator. Changing this value changes the randomization of the waves. In the event of multiple Ocean Textures in a scene, use different Seed values to make each texture look different. Displacement Scaling | scaletex – Controls the strength of the output values with a texture map. Black values equal a value of 0, and white values equal 1. Values less than 1 will scale down the output value strength.
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