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  1. # Triton's configuration file - this is read at initialization time, so restart Triton
  2. # after making changes here.
  3.  
  4. #########################################################################################
  5. # General Settings
  6. #########################################################################################
  7.  
  8. # Set this to yes for troubleshooting - additional error information may be sent
  9. # to your debugger's output window.
  10. enable-debug-messages = yes
  11.  
  12. # With this, error messages will pop up in an alert box. Useful for troubleshooting
  13. # installed applications in the field where you don't have a debugging environment
  14. enable-debug-alert-messages = no
  15.  
  16. # Ensure thread safety when calling Triton::Ocean public methods via a mutex object.
  17. # If you are sure you will only call Triton from a single thread, this may be disabled.
  18. thread-safe = yes
  19.  
  20. # The default resolution of the projected grid used to render the ocean geometry
  21. # Note, this should be an odd number to make the horizon line align with a row
  22. # edge. Set this higher to reduce aliasing artifacts when moving, or lower to
  23. # gain more performance.
  24. default-grid-resolution = 513
  25. default-grid-resolution-mac = 257
  26.  
  27. # In geocentric / ECEF coordinate systems, the altitude (in meters) below which
  28. # we switch to a planar approximation of the local surface to avoid precision issues
  29. grid-planar-height = 2000
  30.  
  31. # Whether the water surface is drawn as double sided. This is needed for when the
  32. # camera is inside wave troughs, but may cause some anomalies when the water is
  33. # both rough and transparent.
  34. grid-double-sided = yes
  35.  
  36. # Adjustment to the water height when switching from ellipsoid to planar representations
  37. # to account for precision loss
  38. planar-adjust = 0
  39.  
  40. # Controls how aggressively the projected grid is expanded to prevent clipping at the corners
  41. # when the camera rotates.
  42. grid-clip-factor = 4.0
  43.  
  44. # The maximum amount the projected grid is allowed to expand to allow for wave displacements
  45. # close to the surface. Setting this too high results in a loss of resolution and more
  46. # aliasing when close to the ocean surface, but setting it too low could result in the
  47. # ocean surface not filling the screen.
  48. max-allowable-displacement = 3.0
  49.  
  50. # A fudge factor to ensure the projected grid fills the screen at extreme horizon rotations and
  51. # offsets
  52. grid-expansion-scale = 1.3
  53.  
  54. # A nudge on the horizon line in screen space to avoid precision issues in the vertex programs.
  55. grid-horizon-offset = -0.001
  56.  
  57. # Whether Triton makes a copy of your height map (set via Environment::SetHeightMap) into
  58. # system memory, to ensure height queries reflect coastal effects. Set to yes for accurate
  59. # height queries near shoreline, or no to avoid the overhead and blocking associated with
  60. # this copy.
  61. do-height-map-copy = yes
  62.  
  63. # Whether a pixel buffer object is used in OpenGL to asynchronously copy the height map
  64. # to system memory. This can prevent stalls when calling Environment::SetHeightMap, but
  65. # is dependant on what the driver does. Note that setting this will require that a valid
  66. # GL context is present when calling both SetHeightMap() and GetHeight().
  67. height-map-copy-use-pbo = no
  68.  
  69. # Length of vector used for intersection tests.
  70. intersection-vector-length = 100000.0
  71.  
  72. # Length of vector used for testing whether the camera is above water.
  73. intersection-vector-length-above-water = 100000.0
  74.  
  75. # Length of vector used for projecting the ocean grid onto a geocentric ocean surface.
  76. intersection-vector-length-projection = 100000.0
  77.  
  78. # Whether to prevent Triton from drawing into the alpha channel
  79. alpha-mask = no
  80.  
  81. # The shader file in the resources folder where user lighting overrides reside.
  82. # (OpenGL only)
  83. user-shader-functions-filename = user-functions.glsl
  84. user-vert-shader-functions-filename = user-vert-functions.glsl
  85.  
  86. # The maximum distance across which Triton will estimate the slope of the terrain
  87. # when computing an automatic breaking wave direction.
  88. max-slope-distance = 1000.0
  89.  
  90. # Unsupported, do not use:
  91. enable-breaking-waves-map = no
  92.  
  93. # Whether to allow use of uniform buffer objects (UBO's) to speed up setup of OpenGL shaders
  94. # There may be some drivers out there that don't work well with UBO's, so enable at your
  95. # own risk.
  96. use-uniform-buffer-objects = no
  97.  
  98. # Whether to use glProgramUniform* instead of glUniform* in OpenGL (may reduce driver overhead,
  99. # but doesn't really make a difference in our tests.)
  100. use-program-uniforms = no
  101.  
  102. # Whether to cache uniform values to prevent unnecessary glUniform calls
  103. cache-uniforms = yes
  104.  
  105. # Whether a known good state should be set prior to rendering. Setting this to no can be
  106. # unsafe, but gains a very small amount of performance.
  107. set-default-state = yes
  108.  
  109. # The force of gravity used in the wave simulations, in meters per second squared.
  110. wave-gravity-force = 9.81
  111.  
  112. # Adjusts our assumptions about the range of projected Z values in your application's
  113. # projection matrix. If you are using an unusual projection matrix, such as for a
  114. # reverse floating point depth buffer in OpenGL, you can adjust the near and far
  115. # z values here.
  116. opengl-near-clip = -1.0
  117. opengl-far-clip = 1.0
  118. directx-near-clip = 0.0
  119. directx-far-clip = 1.0
  120.  
  121. #########################################################################################
  122. # Settings for volumetric decals on the water
  123. #########################################################################################
  124.  
  125. # Size of the depth texture created for use with volumetric decals
  126. depth-texture-size = 512
  127.  
  128. # Depth offset value for volumetric decals
  129. decal-depth-offset = -0.001
  130.  
  131. # Horizontal scale of the volume used to render the decal (used to prevent clipping in
  132. # seas.)
  133. decal-volume-scale = 1.0
  134.  
  135. # Height of the volume used to render the decal (must be as high as your roughest seas.)
  136. decal-volume-height = 15.0
  137.  
  138. # If your depth range is mapped to something other than [0,1], set this to yes to cause
  139. # Triton to query for the actual depth range instead of assuming [0,1]. This can cause
  140. # a pipeline stall so it's best avoided.
  141. decal-get-depth-range = no
  142.  
  143. #########################################################################################
  144. # Settings for system compatibility
  145. #########################################################################################
  146.  
  147. # Forces Triton to use the CPU-based FFTSS library for the FFT transforms, which
  148. # has no special system requirements or DLL dependencies. If you're having any trouble
  149. # getting Triton to work on your system, try setting this to yes as a first step, then
  150. # start disabling individual FFT methods to narrow down the problem.
  151. fft-force-cpu = no
  152.  
  153. # Explicitly disable the use of CUDA 4.0 and CUFFT to conduct FFT's on NVidia systems.
  154. disable-cuda = no
  155.  
  156. # Explicitly disable the use of Intel's Integrated Performance Primitives library to
  157. # conduct FFT's.
  158. disable-ipp = no
  159.  
  160. # Explicitly disable the use of OpenCL on ATI systems running with the OpenGL renderer.
  161. disable-opencl = no
  162.  
  163. # Explicitly disable the use of DirectX 11 Compute Shaders (AKA DirectCompute) on
  164. # feature level 11 hardware with the DirectX11 renderer.
  165. disable-compute-shader = no
  166.  
  167. #########################################################################################
  168. # Settings for the FFT wave model
  169. #########################################################################################
  170.  
  171. # The dimensions of the tileable 2D array of wave points simulated. As FFT's are
  172. # expensive, you don't want to make this too high - and there's no point in computing
  173. # a grid that exceeds the resolution of the ocean's projected grid geometry in
  174. # screen space anyhow. Larger grid dimensions can let you create larger grid sizes
  175. # that reduce tiling, but we overlay some noise to hide tiling artifacts anyhow.
  176. # Must be a power of 2.
  177. # If the ocean quality setting is BEST, this value will be doubled.
  178. fft-grid-dimension-x = 256
  179. fft-grid-dimension-y = 256
  180.  
  181. # The size the FFT grid covers in world units. Larger values will reduce tiling,
  182. # but stretching out the grid such that it's below the resolution of the underlying
  183. # ocean geometry will interfere with your ability to render higher frequency waves.
  184. # With these default settings where the size matches the FFT dimensions, we have a
  185. # maximum resolution of 1 meter in the wave simulation. Note that many cards will not
  186. # support mip-mapping on floating point textures larger than 256, so artifacts may result
  187. # from increasing this. These values should match.
  188. fft-grid-size-x = 256
  189. fft-grid-size-y = 256
  190.  
  191. # Whether the 3D water displacement is sampled again at a higher octave to fake
  192. # higher resolution / more 3D waves. This gets set at runtime based on the ocean
  193. # quality setting, so changing it in this config file will have no effect.
  194. detail-displacement = no
  195.  
  196. # The amount the extra octave is blended in, if detail-displacement = yes
  197. detail-displacement-intensity = 0.5
  198.  
  199. # Whether a Fresnel approximation is used that is more reflective (and cinematic)
  200. # or the real Fresnel equation
  201. fresnel-approximation = yes
  202.  
  203. # Whether the updating of textures from the FFT is done one frame later to prevent blocking
  204. # This can provide a measurable speed-up, but comes at the expense of latency between the
  205. # model and visual representation, and also means the first frame is bogus.
  206. fft-texture-update-frame-delayed = no
  207.  
  208. # If multiple GPU's are present, attempt to run FFT calculations in parallel across them
  209. # when using CUDA. Only enable this if you are on x64. Bandwidth seems to be the bottleneck
  210. # with the FFT's, so this doesn't actually help much today.
  211. fft-enable-multi-gpu = no
  212.  
  213. # Whether to use an approximation of the sqrt() function when computing the wave heights.
  214. # This will gain you some performance, but at the expense of accuracy of wave heights at high
  215. # wind speeds (they will be a bit too small with this on.)
  216. fft-use-sqrt-approximation = yes
  217.  
  218. # The "Phillips constant" described in Jerry Tessendorf's paper "Simulating Ocean Waves"
  219. # from 1999. It influences the height of the waves as a function of wind speed. We couldn't
  220. # find a good reference for what this should be set to from a physical standpoint, but
  221. # arrived at this value experimentally as a good match for the wave heights described
  222. # for specific wind conditions in the Beaufort scale. This value is only used with the
  223. # TESSENDORF wave model.
  224. fft-phillips-constant = 0.000003
  225.  
  226. # The constant used when using the JONSWAP model. As above, this influences the wave heights.
  227. fft-phillips-constant-jonswap = 0.000076
  228.  
  229. # The constant used when using the Pierson-Moskowitz model. As above, this influences the
  230. # wave hieghts.
  231. fft-phillips-constant-pierson-moskowitz = 0.0000081
  232.  
  233. # The lowest floating point number allowed when calculating JONSWAP waves.
  234. fft-precision-limit = 1E-9
  235.  
  236. # Toggles whether "choppy" waves are enabled for the CPU-based FFT transform.
  237. # Choppiness is always enabled if OpenCL, CUDA, or DirectCompute are in use.
  238. fft-enable-choppiness = yes
  239.  
  240. # The default choppiness of the waves - that is, how pointy the wave crests are.
  241. # A value of zero would give you sinusoidal waves, but you don't want to set this too
  242. # high either - the waves will start intersecting themselves if you start setting this
  243. # above 2.0 or so depending on the conditions.
  244. fft-choppiness = 1.6
  245.  
  246. # The default simulated depth of the water in meters. At large depths such as this
  247. # default value in meters, depth doesn't really play a role in the simulation, so it's
  248. # not important to set this accurately for open ocean simulations - it just needs to be
  249. # a big number.
  250. fft-depth = 100000.0
  251.  
  252. # Controls the amount of Perlin noise blended with the FFT patch to avoid tiling
  253. fft-noise-amplitude = 0.2
  254.  
  255. # The distance in meters at which noise gets blended in to the wave displacements to hide tiling
  256. fft-noise-distance = 10000.0
  257.  
  258. # The distance in meters at which we start to dampen wave displacement (but not normals and the lighting)
  259. # in order to avoid shimmering artifacts when rolling
  260. fft-displacement-damping-distance = 768.0
  261.  
  262. # Whether we supersample the normals and noise in the distance to fight tiling artifacts
  263. high-altitude-effects = yes
  264.  
  265. # The lod bias to apply to the ocean texture to prevent aliasing / motion artifacts.
  266. fft-lod-bias = 0
  267.  
  268. # Whether a negative LOD bias should be applied on normal lookups for specular highlights.
  269. enable-specular-sparkle = yes
  270.  
  271. # Triggers whether the slope of the ocean at each point is computed via FFT's of their own
  272. # instead of being computed by the surrounding points. This yields more accurate results,
  273. # but at a high cost. This setting only affects the CPU-based FFT transforms; if OpenCL,
  274. # CUDA, or DirectCompute are in use, this setting is ignored and will always be "no".
  275. fft-exact-normals = no
  276.  
  277. # A setting to filter out waves travelling against the wind. For waves that appear more
  278. # directional, increase this as low as 0.0. For waves that look totally chaotic, set this
  279. # as high as 1.0.
  280. fft-reflection-filter = 0.1
  281.  
  282. # The maximum chop to apply to waves when computing height queries. Limits discontinuities
  283. # from overestimating the sample offset due to local choppiness.
  284. fft-height-max-chop = 1.0
  285.  
  286. # Factor used to exaggerate or dampen swells set via SetDouglasSeaState or AddSwell.
  287. swell-height-multiplier = 0.886
  288.  
  289. # Phase offset added to swell waves (radians). Adjust if you need to match some other model
  290. # that starts from a different point.
  291. swell-phase-offset = 0.7853981625
  292.  
  293. # The number of octaves of detail applied to the surface normals. More equals more detail
  294. # and more small waves, but at the cost of additional texture lookups in the fragment shaders.
  295. num-detail-octaves = 4
  296.  
  297. # Whether CUDA will do a device synchronization each frame. This gives you stability in exchange
  298. # for performance.
  299. fft-enable-sync = yes
  300.  
  301. #########################################################################################
  302. # Settings for geocentric coordinate systems
  303. #########################################################################################
  304.  
  305. # The equatorial radius of the earth used for the WGS84 coordinate system
  306. equatorial-earth-radius-meters = 6378137.00
  307.  
  308. # The polar radius of the earth used for the WGS84 coordinate system
  309. polar-earth-radius-meters = 6356752.3142
  310.  
  311. # The mean radius of the earth used for the spherical coordinate system
  312. mean-earth-radius-meters = 6371009
  313.  
  314. #########################################################################################
  315. # Settings for the Gerstner wave model
  316. #########################################################################################
  317.  
  318. # Used only with the Gerstner wave model, to fade out high-frequency waves with distance.
  319. grid-anti-aliasing = 1.0
  320.  
  321. # The number of simultaneous waves in the Gerstner wave model. As each wave is computed
  322. # in the vertex program, this can't get too large. If you're after large numbers of waves,
  323. # use the Tessendorf wave model instead.
  324. # Important! If you change this setting, you must also change the MAX_WAVES definition
  325. # in the Gerstner shader files in the resources directory to match it.
  326. num-gerstner-waves = 5
  327.  
  328. # The default steepness of the waves in the Gerstner wave model, which controls their "choppiness."
  329. gerstner-wave-steepness = 0.2
  330.  
  331. # Default wavelength of the Gerstner waves
  332. gerstner-median-wavelength-meters = 100.0
  333.  
  334. # Default amplitude of the Gerstner waves
  335. gerstner-median-amplitude-meters = 1.5
  336.  
  337. # Default variance in the directions of the Gerstner waves
  338. gerstner-directional-variance-degrees = 20.0
  339.  
  340. #########################################################################################
  341. # Ocean color settings
  342. #########################################################################################
  343.  
  344. # The RGB color of the light refracted into the water that does not reflect the sky.
  345. # These default settings are reasonable for deep ocean; for shallow water you may want
  346. # to blend in the color of the sea floor. The presence of plankton and other properties
  347. # can make this color specific to a location; i.e. you may want to make this more green
  348. # for inviting tropical waters.
  349. refract-color-red = 0.1
  350. refract-color-green = 0.1
  351. refract-color-blue = 0.1
  352.  
  353. # The default deep water refraction color used when no environment map is present.
  354. # Since blue reflections of the sky won't be available for use, we need to bake some
  355. # extra blue into the water color to compensate.
  356. refract-color-no-env-red = 0.01
  357. refract-color-no-env-green = 0.1
  358. refract-color-no-env-blue = 0.3
  359.  
  360. # The specular exponent for sun reflections in the water.
  361. shininess-opengl = 50000.0
  362. shininess-directx = 50000.0
  363.  
  364. # The default fog color for above and below the water
  365. default-fog-color-above-r = 1.0
  366. default-fog-color-above-g = 1.0
  367. default-fog-color-above-b = 1.0
  368. default-fog-color-below-r = 0.0
  369. default-fog-color-below-g = 0.2
  370. default-fog-color-below-b = 0.3
  371.  
  372. # The default visibility in meters for above and below the water
  373. default-visibility-above = 1000000000.0
  374. default-visibility-below = 100.0
  375.  
  376. #########################################################################################
  377. # Foam settings
  378. #########################################################################################
  379.  
  380. # Controls the creation of foam on areas of the water that have high slopes. Only
  381. # honored in CPU-based FFT water models or with Gerstner water models; if OpenCL, CUDA,
  382. # or DirectCompute are in use, foam is always on.
  383. do-foam = yes
  384.  
  385. # The size of the projected foam texture in meters. Needs to be big enough such that
  386. # tiling isn't obvious.
  387. foam-scale = 50.0
  388.  
  389. # The prominence of the foam. 0 = invisible
  390. foam-blend = 0.7
  391.  
  392. # Whether high-resolution foam textures should be used.
  393. hi-res-foam = yes
  394.  
  395. #########################################################################################
  396. # Spray settings
  397. #########################################################################################
  398.  
  399. # Enables spray particle effects at crests of choppy waves
  400. # Note if this is set to "no", Ocean::EnableSpray() will have no effect - this setting
  401. # disables wave spray entirely. This effect consumes memory and performance, so turn
  402. # it off if you don't need it.
  403. fft-enable-spray = yes
  404.  
  405. # Number of spray particles maintained at any given time
  406. fft-max-sprays = 10000
  407.  
  408. # Maximum number of new spray particle systems generated in one frame
  409. fft-spray-budget = 100
  410.  
  411. # The point at which the Jacobian of the FFT grid will spawn spray.
  412. # Values less than 1.0 result in more spray, greater than 1.0 in less.
  413. fft-spray-threshold = 1.0
  414.  
  415. # The gravity force pulling the spray particles down, in meters per second squared.
  416. fft-spray-gravity = 9.81
  417.  
  418. # The distance at which spray particles will be culled, in meters.
  419. fft-spray-cull-distance = 500.0
  420.  
  421. # The amount of variance in spray particle directions, as a percent of the nominal velocity
  422. fft-spray-direction-variance = 0.4
  423.  
  424. # The initial velocity of a spray particle, which is multiplied by the wind speed
  425. fft-spray-velocity = 1.0
  426.  
  427. # The randomness in the initial velocities, as a percent of nominal velocity
  428. fft-spray-velocity-variance = 1.0
  429.  
  430. # The distance in which the spray particle origin will lead in the wave direction, in meters.
  431. fft-spray-position-lead = 0
  432.  
  433. # The randomness in spray particle positions, in meters
  434. fft-spray-position-variance = 1.0
  435.  
  436. # The distance below the ocean surface that spray particles are centered at, in meters.
  437. fft-spray-origin-depth = 2.0
  438.  
  439. # Controls the likelihood of an individual spray particle being spawned each frame.
  440. # 0 means every particle is spawned all the time, higher numbers result in lower particle
  441. # creation rates. Must be an integer.
  442. fft-spray-sparsity = 30
  443.  
  444. # The size of a spray particle in meters.
  445. fft-spray-particle-size = 4.0
  446.  
  447. # The randomness of a particle size in meters
  448. fft-spray-particle-size-variance = 1.5
  449.  
  450. # The initial transparency of the spray particles. 0 = transparent, 1 = opaque.
  451. fft-spray-transparency = 1.0
  452.  
  453. # Whether to force use of point sprites under OpenGL (vs. triangles). If the max point sprite
  454. # size isn't large enough (usually the case with NVidia), Triton will fall back to triangles
  455. # unless this is set to "yes". Point sprites are more efficient however.
  456. spray-force-point-sprites = no
  457. spray-force-point-sprites-mac = yes
  458.  
  459. # Whether particles use a purely additive blending function (ONE, ONE) as opposed to
  460. # a softer (ONE, ONE_MINUS_SRC) function. If you're using Triton with HDR, you'll need
  461. # to set this to "yes" to avoid negative color values.
  462. particles-pure-additive-blend = no
  463.  
  464. #########################################################################################
  465. # Douglas Sea Scale settings
  466. #########################################################################################
  467.  
  468. # Parameters used for interpreting the "swell state" in Environment::SetDouglasSeaScale
  469.  
  470. # Swell wavelengths for short, averge, and long swell conditions
  471. douglas-short-wavelength = 50.0
  472. douglas-average-wavelength = 100.0
  473. douglas long-wavelength = 200.0
  474.  
  475. # Swell wave heights for low, moderate, and high swell conditions
  476. douglas-low-wave-height = 1.0
  477. douglas-moderate-wave-height = 3.0
  478. douglas-high-wave-height = 4.5
  479.  
  480. # Swell state 1 is short/low, 2 is long/low, 3 is short/moderate, 4 is average/moderate
  481. # 5 is long/moderate, 6 is short/high, 7 is average/high, 8 is long/high
  482.  
  483. #########################################################################################
  484. # Ship wake settings
  485. #########################################################################################
  486.  
  487.  
  488. # The distance travelled, as a % of the ship length, at which a prop wash segment
  489. # is emitted
  490. wake-wave-generation-distance = 0.5
  491.  
  492. # Whether prop wash should be computed on a per-fragment (smoother) or per-vertex (faster)
  493. # basis. (OpenGL only)
  494. per-fragment-prop-wash = no
  495.  
  496. # Whether the above per-fragment-prop-wash setting should be automatically applied only
  497. # when the ocean quality is set to "better" or "best"
  498. auto-per-fragment-prop-wash = no
  499.  
  500. # The rate of prop wash emission will be increased when a ship is on curved paths.
  501. # This factor controls how strong an effect this has. It multiplies the turn angle,
  502. # and the cosine of the result is used to modulate the generation distance.
  503. wake-wave-curve-generation-factor = 4.0
  504.  
  505. # The time interval in seconds in which a wake emits a spray effect
  506. wake-spray-generation-period = 0.1
  507.  
  508. # Exponent for decaying wave amplitude with wave radius
  509. wake-wave-decay = 0.5
  510.  
  511. # The maximum number of Kelvin wake wavelengths that may be displayed at once.
  512. max-wake-waves-dx9 = 5
  513. max-wake-waves-dx11 = 5
  514. max-wake-waves-opengl = 10
  515.  
  516. # Whether 3D Kelvin wakes emanating from the ship are rendered. This places extra load
  517. # on the vertex programs, so if you don't need this, set it to "no"
  518. wake-kelvin-wakes = yes
  519.  
  520. # The maximum number of circular waves from impacts or rotor wash that may be
  521. # displayed at once.
  522. max-circular-waves-dx9 = 5
  523. max-circular-waves-dx11 = 10
  524. max-circular-waves-opengl = 10
  525.  
  526. # The maximum number of prop wash segments that may be displayed at once.
  527. max-prop-wash-dx9 = 19
  528. max-prop-wash-dx11 = 25
  529. max-prop-wash-opengl = 25
  530.  
  531. # Whether propeller backwash trails (aka turbulent wake) behind the ship are rendered
  532. # This places extra load on the vertex programs, so if you don't need this,
  533. # set it to "no"
  534. wake-propeller-backwash = yes
  535.  
  536. # LOD bias for prop wash texture (OpenGL only.)
  537. prop-wash-lod-bias = 1.0
  538.  
  539. # Default width of prop wash effect as a multiple of the ship beam width
  540. prop-wash-default-width-multiplier = 1.5
  541.  
  542. # The number of seconds prop wash segments will fade out over. Used in
  543. # conjunction with wake-wash-length - segments will fade out over that
  544. # length, and over time. You can set one or the other to very high values
  545. # if you want to prop wash dissipation to be based only on time, or only
  546. # on distance.
  547. prop-wash-default-fade-time = 30.0
  548.  
  549. # The length, in meters, after which the turbulent wake dissipates entirely
  550. # Has no real physical basis, but is useful to enforce an upper bound on
  551. # prop wash segments per ship.
  552. wake-wash-length = 500
  553.  
  554. # The wave height at which prop wash will dissipate entirely. This effect
  555. # also gets multiplied in the the fading based on length and time.
  556. prop-wave-height-fade = 20.0
  557.  
  558. # Adjusts the initial amplitude of wake waves
  559. wake-kelvin-wave-scale = 5.0
  560. wake-circular-wave-scale = 1.0
  561.  
  562. # The maximum number of spray particle systems to run at any given time
  563. wake-max-sprays = 300
  564.  
  565. # Whether spray particle systems are culled when not in view.
  566. wake-cull-sprays = yes
  567.  
  568. # The distance beyond which wake sprays are culled out
  569. wake-spray-cull-distance = 1000.0
  570.  
  571. # The number of particles per spray particle system. The total number of particles
  572. # for wake sprays is this times wake-max-sprays.
  573. wake-spray-particles = 10
  574.  
  575. # The average size of a spray particle
  576. wake-spray-particle-size = 13.0
  577.  
  578. # The size variation of a spray particle (ie, 0.2 means +- 20%)
  579. wake-spray-size-variation = 0.2
  580.  
  581. # The variation in spray particle velocity (0.2 = 20%)
  582. wake-spray-velocity-variation = 0.4
  583.  
  584. # The variation in spray particle initial positions, in meters.
  585. wake-spray-position-variation = 7.0
  586.  
  587. # The variation in spray direction (0.2 = 20%)
  588. wake-spray-direction-variation = 0.5
  589.  
  590. # The time new wake waves fade in (to prevent discontinuities - in seconds.)
  591. wake-fade-in-time = 1.0
  592.  
  593. # Transparency of wake spray particles
  594. wake-spray-transparency = 0.3
  595.  
  596. # The minimum amplitude of a wake wave before it is discarded
  597. wake-circular-wave-min-amplitude = 0.01
  598. wake-kelvin-wave-min-amplitude = 0.05
  599.  
  600. # The maximum amplitude of a wake wave before it is clamped
  601. wake-circular-wave-max-amplitude = 1.5
  602. wake-kelvin-wave-max-amplitude = 1.5
  603.  
  604. # The minimum length of a prop wash segment
  605. min-prop-wash-segment-length = 10.0
  606.  
  607. # Scaling factor on prop wash widths
  608. prop-wash-scale = 0.5
  609.  
  610. # A boost in the initial elevation of new wake spray particles.
  611. wake-spray-elevation = 0
  612.  
  613. # Maximum distance from camera at which circular waves (from impacts & rotor wash) and
  614. # kelvin wakes (from ship wakes) will be drawn.
  615. max-circular-wave-distance = 1000.0
  616. max-kelvin-wake-distance = 1000.0
  617.  
  618. # Maximum distance from camera at which a WakeGenerator's wake effect
  619. # will be processed - useful for preserving performance with massive
  620. # numbers of wakes. Set to 0 for no limit. Depends on the below setting
  621. # of wake-generator-distance-threshold before it is applied.
  622. max-wake-generator-distance = 5000
  623.  
  624. # The above max-wake-generator-distance will only be applied once
  625. # the total number of WakeGenerators exceeds this amount.
  626. wake-generator-distance-threshold = 100
  627.  
  628. # The intensity of foam from Kelvin wake waves.
  629. wake-kelvin-wave-foam-scale = 0.5
  630.  
  631. #########################################################################################
  632. # Rotor wash settings
  633. #########################################################################################
  634.  
  635. # The time interval in seconds in which a wash emits a wave
  636. wash-wave-generation-period = 2.0
  637.  
  638. # The time interval in seconds in which a wash emits a spray effect
  639. wash-spray-generation-period = 0.1
  640.  
  641. # The diameter of the wash effect, as a multiple of the rotor diameter
  642. wash-size = 1.0
  643.  
  644. # Parameter to allow adjustment of the wind strength at the water surface
  645. # from the wash, to result in larger or smaller waves from the wash
  646. wash-wind-scale = 2.0
  647.  
  648. # The maximum wind velocity used to model waves and particle effects
  649. wash-max-velocity = 8.0
  650.  
  651. # The particle size used for the rotor wash spray
  652. wash-spray-particle-size = 6.0
  653.  
  654. # Transparency of the wash spray particle
  655. wash-spray-transparency = 0.3
  656.  
  657. # Exponent for decaying wave amplitude with radius
  658. wash-wave-decay = 1.35
  659.  
  660. # The time, in seconds, in which an individual rotor wash decal fades away.
  661. wash-decal-period = 3.0
  662.  
  663. # The minimum and maximum scale of the rotor wash decals over the wash-decal-period.
  664. wash-decal-min-scale = 1.0
  665. wash-decal-max-scale = 5.0
  666.  
  667. # The intensity of the decal effect
  668. wash-decal-intensity = 2.0
  669.  
  670. # How random the interval between emission of circular waves is.
  671. wash-phase-randomness = 0.5
  672.  
  673. # The maximum speed of the rotor itself at which the decal texture effect will be applied.
  674. wash-decal-speed-limit = 10.0
  675.  
  676. #########################################################################################
  677. # Impact settings
  678. #########################################################################################
  679.  
  680. # The number of particle systems generated when an Impact is triggered
  681. impact-num-sprays = 10
  682.  
  683. # The scale applied to the impact's force based on its velocity and mass
  684. impact-energy-scale = 0.0000009
  685.  
  686. # The upper bound on simulated impact energy (beyond this the particle systems just
  687. # fly apart.)
  688. impact-max-energy = 20
  689.  
  690. # The random variation in positions of sprays from the impact
  691. impact-spray-position-variation = 2.0
  692.  
  693. # Transparency of an impact spray particle
  694. impact-spray-transparency = 0.2
  695.  
  696. # Exponent for decaying wave amplitude with radius
  697. impact-wave-decay = 0.33333
  698.  
  699. #########################################################################################
  700. # Tidal stream wake settings
  701. #########################################################################################
  702.  
  703. # The random variance in wake wave amplitude as a percentage.
  704. tidal-stream-amplitude-variance = 0.07
  705.  
  706. # The rate at which random fluctuations in wake amplitude are applied over time.
  707. tidal-stream-amplitude-speed = 4.0
  708.  
  709. # The random variance in the direction of the wake. This is added or subtracted to
  710. # each component of the normalized direction vector.
  711. tidal-stream-direction-variance = 0.05
  712.  
  713. # The rate at which random fluctuation in direction is applied (smaller = slower)
  714. tidal-stream-direction-speed = 0.5
  715.  
  716. # How much foam the tidal wake should generate at its crest. As Triton's foam
  717. # doesn't actually move with the current, it's best to keep this subtle.
  718. tidal-stream-foam = 0.5
  719.  
  720. # Scaling factor for tidal stream foam decal animation
  721. tidal-stream-animation-scale = 0.5
  722.  
  723. #########################################################################################
  724. # Mesh settings
  725. #########################################################################################
  726.  
  727. # Optionally use a conventional mesh to draw the ocean below a certain
  728. # altitude instead of a projected grid.
  729.  
  730. # Whether to switch to a conventional mesh or not
  731. use-mesh = yes
  732.  
  733. # The resolution of the mesh per side. This may be multiplied if the ocean
  734. # quality setting is better than GOOD.
  735. mesh-grid-resolution = 513
  736. mesh-grid-resolution-mac = 257
  737.  
  738. # The altitude at which we switch to a planar mesh
  739. mesh-switch-altitude = 500
  740.  
  741. # How far out the mesh extends
  742. mesh-size = 50000
  743.  
  744. #########################################################################################
  745. # Leeward Dampening effect
  746. #########################################################################################
  747.  
  748. # Whether wind waves are reduced on the leeward side of ships. Only works on ships
  749. # that have wake effects on them, and only works with OpenGL at present.
  750. # This is off by default as it may exceed the maximum instruction count for vertex programs
  751. # on some platforms, and also comes at a performance cost.
  752. leeward-dampening = no
  753.  
  754. # The maximum number of ship locations used for leeward wave dampening.
  755. max-leeward-dampeners-opengl = 5
  756.  
  757. # The maximum distance from the camera at which the dampening effect will be applied
  758. max-leeward-dampener-distance = 1000.0
  759.  
  760. # How much the dampening effect is applied to the waves (0-1)
  761. leeward-dampening-strength = 0.07
  762.  
  763. # The maximum ship velocity at which the leeward dampening will have any effect, in world
  764. # units per second.
  765. max-leeward-dampening-velocity = 10.0
  766.  
  767. #########################################################################################
  768. # Underwater God Rays (Crepuscular Rays) effect
  769. #########################################################################################
  770.  
  771. # Enable or disable the effect entirely. If you never intend to use them, this can save
  772. # some GPU memory. Ocean::EnableGodRays(true) also needs to be called to start the effect.
  773. underwater-god-rays-enabled = yes
  774.  
  775. # The number of god ray vertices along the grid
  776. god-rays-mesh-dimension = 15
  777.  
  778. # How deep the god rays go (in meters)
  779. god-rays-effect-depth = 500.0
  780.  
  781. # Extinction coefficients for water
  782. god-rays-extinction-coefficient-r = 0.8
  783. god-rays-extinction-coefficient-g = 0.016
  784. god-rays-extinction-coefficient-b = 0.01
  785.  
  786. # The "K" factor used to adjust the spacing between grid points to fill the viewport
  787. god-rays-adjustment-factor = 0.8
  788.  
  789. #########################################################################################
  790. # Double-refraction effect
  791. #########################################################################################
  792.  
  793. # The color added to the water (before lighting) when the view angle approaches the surface
  794. # normal (unless looking down.) This approximates the effect of diffuse lighting caused
  795. # by double refraction, or "seeing through" a wave crest a little. It adds a sense of depth
  796. # and translucency to the water and makes it look less plastic.
  797. double-refraction-r = 0.2
  798. double-refraction-g = 0.6
  799. double-refraction-b = 0.5
  800.  
  801. # The intensity of the double refraction effect.
  802. double-refraction-intensity = 0.8
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