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- # Triton's configuration file - this is read at initialization time, so restart Triton
- # after making changes here.
- #########################################################################################
- # General Settings
- #########################################################################################
- # Set this to yes for troubleshooting - additional error information may be sent
- # to your debugger's output window.
- enable-debug-messages = yes
- # With this, error messages will pop up in an alert box. Useful for troubleshooting
- # installed applications in the field where you don't have a debugging environment
- enable-debug-alert-messages = no
- # Ensure thread safety when calling Triton::Ocean public methods via a mutex object.
- # If you are sure you will only call Triton from a single thread, this may be disabled.
- thread-safe = yes
- # The default resolution of the projected grid used to render the ocean geometry
- # Note, this should be an odd number to make the horizon line align with a row
- # edge. Set this higher to reduce aliasing artifacts when moving, or lower to
- # gain more performance.
- default-grid-resolution = 513
- default-grid-resolution-mac = 257
- # In geocentric / ECEF coordinate systems, the altitude (in meters) below which
- # we switch to a planar approximation of the local surface to avoid precision issues
- grid-planar-height = 2000
- # Whether the water surface is drawn as double sided. This is needed for when the
- # camera is inside wave troughs, but may cause some anomalies when the water is
- # both rough and transparent.
- grid-double-sided = yes
- # Adjustment to the water height when switching from ellipsoid to planar representations
- # to account for precision loss
- planar-adjust = 0
- # Controls how aggressively the projected grid is expanded to prevent clipping at the corners
- # when the camera rotates.
- grid-clip-factor = 4.0
- # The maximum amount the projected grid is allowed to expand to allow for wave displacements
- # close to the surface. Setting this too high results in a loss of resolution and more
- # aliasing when close to the ocean surface, but setting it too low could result in the
- # ocean surface not filling the screen.
- max-allowable-displacement = 3.0
- # A fudge factor to ensure the projected grid fills the screen at extreme horizon rotations and
- # offsets
- grid-expansion-scale = 1.3
- # A nudge on the horizon line in screen space to avoid precision issues in the vertex programs.
- grid-horizon-offset = -0.001
- # Whether Triton makes a copy of your height map (set via Environment::SetHeightMap) into
- # system memory, to ensure height queries reflect coastal effects. Set to yes for accurate
- # height queries near shoreline, or no to avoid the overhead and blocking associated with
- # this copy.
- do-height-map-copy = yes
- # Whether a pixel buffer object is used in OpenGL to asynchronously copy the height map
- # to system memory. This can prevent stalls when calling Environment::SetHeightMap, but
- # is dependant on what the driver does. Note that setting this will require that a valid
- # GL context is present when calling both SetHeightMap() and GetHeight().
- height-map-copy-use-pbo = no
- # Length of vector used for intersection tests.
- intersection-vector-length = 100000.0
- # Length of vector used for testing whether the camera is above water.
- intersection-vector-length-above-water = 100000.0
- # Length of vector used for projecting the ocean grid onto a geocentric ocean surface.
- intersection-vector-length-projection = 100000.0
- # Whether to prevent Triton from drawing into the alpha channel
- alpha-mask = no
- # The shader file in the resources folder where user lighting overrides reside.
- # (OpenGL only)
- user-shader-functions-filename = user-functions.glsl
- user-vert-shader-functions-filename = user-vert-functions.glsl
- # The maximum distance across which Triton will estimate the slope of the terrain
- # when computing an automatic breaking wave direction.
- max-slope-distance = 1000.0
- # Unsupported, do not use:
- enable-breaking-waves-map = no
- # Whether to allow use of uniform buffer objects (UBO's) to speed up setup of OpenGL shaders
- # There may be some drivers out there that don't work well with UBO's, so enable at your
- # own risk.
- use-uniform-buffer-objects = no
- # Whether to use glProgramUniform* instead of glUniform* in OpenGL (may reduce driver overhead,
- # but doesn't really make a difference in our tests.)
- use-program-uniforms = no
- # Whether to cache uniform values to prevent unnecessary glUniform calls
- cache-uniforms = yes
- # Whether a known good state should be set prior to rendering. Setting this to no can be
- # unsafe, but gains a very small amount of performance.
- set-default-state = yes
- # The force of gravity used in the wave simulations, in meters per second squared.
- wave-gravity-force = 9.81
- # Adjusts our assumptions about the range of projected Z values in your application's
- # projection matrix. If you are using an unusual projection matrix, such as for a
- # reverse floating point depth buffer in OpenGL, you can adjust the near and far
- # z values here.
- opengl-near-clip = -1.0
- opengl-far-clip = 1.0
- directx-near-clip = 0.0
- directx-far-clip = 1.0
- #########################################################################################
- # Settings for volumetric decals on the water
- #########################################################################################
- # Size of the depth texture created for use with volumetric decals
- depth-texture-size = 512
- # Depth offset value for volumetric decals
- decal-depth-offset = -0.001
- # Horizontal scale of the volume used to render the decal (used to prevent clipping in
- # seas.)
- decal-volume-scale = 1.0
- # Height of the volume used to render the decal (must be as high as your roughest seas.)
- decal-volume-height = 15.0
- # If your depth range is mapped to something other than [0,1], set this to yes to cause
- # Triton to query for the actual depth range instead of assuming [0,1]. This can cause
- # a pipeline stall so it's best avoided.
- decal-get-depth-range = no
- #########################################################################################
- # Settings for system compatibility
- #########################################################################################
- # Forces Triton to use the CPU-based FFTSS library for the FFT transforms, which
- # has no special system requirements or DLL dependencies. If you're having any trouble
- # getting Triton to work on your system, try setting this to yes as a first step, then
- # start disabling individual FFT methods to narrow down the problem.
- fft-force-cpu = no
- # Explicitly disable the use of CUDA 4.0 and CUFFT to conduct FFT's on NVidia systems.
- disable-cuda = no
- # Explicitly disable the use of Intel's Integrated Performance Primitives library to
- # conduct FFT's.
- disable-ipp = no
- # Explicitly disable the use of OpenCL on ATI systems running with the OpenGL renderer.
- disable-opencl = no
- # Explicitly disable the use of DirectX 11 Compute Shaders (AKA DirectCompute) on
- # feature level 11 hardware with the DirectX11 renderer.
- disable-compute-shader = no
- #########################################################################################
- # Settings for the FFT wave model
- #########################################################################################
- # The dimensions of the tileable 2D array of wave points simulated. As FFT's are
- # expensive, you don't want to make this too high - and there's no point in computing
- # a grid that exceeds the resolution of the ocean's projected grid geometry in
- # screen space anyhow. Larger grid dimensions can let you create larger grid sizes
- # that reduce tiling, but we overlay some noise to hide tiling artifacts anyhow.
- # Must be a power of 2.
- # If the ocean quality setting is BEST, this value will be doubled.
- fft-grid-dimension-x = 256
- fft-grid-dimension-y = 256
- # The size the FFT grid covers in world units. Larger values will reduce tiling,
- # but stretching out the grid such that it's below the resolution of the underlying
- # ocean geometry will interfere with your ability to render higher frequency waves.
- # With these default settings where the size matches the FFT dimensions, we have a
- # maximum resolution of 1 meter in the wave simulation. Note that many cards will not
- # support mip-mapping on floating point textures larger than 256, so artifacts may result
- # from increasing this. These values should match.
- fft-grid-size-x = 256
- fft-grid-size-y = 256
- # Whether the 3D water displacement is sampled again at a higher octave to fake
- # higher resolution / more 3D waves. This gets set at runtime based on the ocean
- # quality setting, so changing it in this config file will have no effect.
- detail-displacement = no
- # The amount the extra octave is blended in, if detail-displacement = yes
- detail-displacement-intensity = 0.5
- # Whether a Fresnel approximation is used that is more reflective (and cinematic)
- # or the real Fresnel equation
- fresnel-approximation = yes
- # Whether the updating of textures from the FFT is done one frame later to prevent blocking
- # This can provide a measurable speed-up, but comes at the expense of latency between the
- # model and visual representation, and also means the first frame is bogus.
- fft-texture-update-frame-delayed = no
- # If multiple GPU's are present, attempt to run FFT calculations in parallel across them
- # when using CUDA. Only enable this if you are on x64. Bandwidth seems to be the bottleneck
- # with the FFT's, so this doesn't actually help much today.
- fft-enable-multi-gpu = no
- # Whether to use an approximation of the sqrt() function when computing the wave heights.
- # This will gain you some performance, but at the expense of accuracy of wave heights at high
- # wind speeds (they will be a bit too small with this on.)
- fft-use-sqrt-approximation = yes
- # The "Phillips constant" described in Jerry Tessendorf's paper "Simulating Ocean Waves"
- # from 1999. It influences the height of the waves as a function of wind speed. We couldn't
- # find a good reference for what this should be set to from a physical standpoint, but
- # arrived at this value experimentally as a good match for the wave heights described
- # for specific wind conditions in the Beaufort scale. This value is only used with the
- # TESSENDORF wave model.
- fft-phillips-constant = 0.000003
- # The constant used when using the JONSWAP model. As above, this influences the wave heights.
- fft-phillips-constant-jonswap = 0.000076
- # The constant used when using the Pierson-Moskowitz model. As above, this influences the
- # wave hieghts.
- fft-phillips-constant-pierson-moskowitz = 0.0000081
- # The lowest floating point number allowed when calculating JONSWAP waves.
- fft-precision-limit = 1E-9
- # Toggles whether "choppy" waves are enabled for the CPU-based FFT transform.
- # Choppiness is always enabled if OpenCL, CUDA, or DirectCompute are in use.
- fft-enable-choppiness = yes
- # The default choppiness of the waves - that is, how pointy the wave crests are.
- # A value of zero would give you sinusoidal waves, but you don't want to set this too
- # high either - the waves will start intersecting themselves if you start setting this
- # above 2.0 or so depending on the conditions.
- fft-choppiness = 1.6
- # The default simulated depth of the water in meters. At large depths such as this
- # default value in meters, depth doesn't really play a role in the simulation, so it's
- # not important to set this accurately for open ocean simulations - it just needs to be
- # a big number.
- fft-depth = 100000.0
- # Controls the amount of Perlin noise blended with the FFT patch to avoid tiling
- fft-noise-amplitude = 0.2
- # The distance in meters at which noise gets blended in to the wave displacements to hide tiling
- fft-noise-distance = 10000.0
- # The distance in meters at which we start to dampen wave displacement (but not normals and the lighting)
- # in order to avoid shimmering artifacts when rolling
- fft-displacement-damping-distance = 768.0
- # Whether we supersample the normals and noise in the distance to fight tiling artifacts
- high-altitude-effects = yes
- # The lod bias to apply to the ocean texture to prevent aliasing / motion artifacts.
- fft-lod-bias = 0
- # Whether a negative LOD bias should be applied on normal lookups for specular highlights.
- enable-specular-sparkle = yes
- # Triggers whether the slope of the ocean at each point is computed via FFT's of their own
- # instead of being computed by the surrounding points. This yields more accurate results,
- # but at a high cost. This setting only affects the CPU-based FFT transforms; if OpenCL,
- # CUDA, or DirectCompute are in use, this setting is ignored and will always be "no".
- fft-exact-normals = no
- # A setting to filter out waves travelling against the wind. For waves that appear more
- # directional, increase this as low as 0.0. For waves that look totally chaotic, set this
- # as high as 1.0.
- fft-reflection-filter = 0.1
- # The maximum chop to apply to waves when computing height queries. Limits discontinuities
- # from overestimating the sample offset due to local choppiness.
- fft-height-max-chop = 1.0
- # Factor used to exaggerate or dampen swells set via SetDouglasSeaState or AddSwell.
- swell-height-multiplier = 0.886
- # Phase offset added to swell waves (radians). Adjust if you need to match some other model
- # that starts from a different point.
- swell-phase-offset = 0.7853981625
- # The number of octaves of detail applied to the surface normals. More equals more detail
- # and more small waves, but at the cost of additional texture lookups in the fragment shaders.
- num-detail-octaves = 4
- # Whether CUDA will do a device synchronization each frame. This gives you stability in exchange
- # for performance.
- fft-enable-sync = yes
- #########################################################################################
- # Settings for geocentric coordinate systems
- #########################################################################################
- # The equatorial radius of the earth used for the WGS84 coordinate system
- equatorial-earth-radius-meters = 6378137.00
- # The polar radius of the earth used for the WGS84 coordinate system
- polar-earth-radius-meters = 6356752.3142
- # The mean radius of the earth used for the spherical coordinate system
- mean-earth-radius-meters = 6371009
- #########################################################################################
- # Settings for the Gerstner wave model
- #########################################################################################
- # Used only with the Gerstner wave model, to fade out high-frequency waves with distance.
- grid-anti-aliasing = 1.0
- # The number of simultaneous waves in the Gerstner wave model. As each wave is computed
- # in the vertex program, this can't get too large. If you're after large numbers of waves,
- # use the Tessendorf wave model instead.
- # Important! If you change this setting, you must also change the MAX_WAVES definition
- # in the Gerstner shader files in the resources directory to match it.
- num-gerstner-waves = 5
- # The default steepness of the waves in the Gerstner wave model, which controls their "choppiness."
- gerstner-wave-steepness = 0.2
- # Default wavelength of the Gerstner waves
- gerstner-median-wavelength-meters = 100.0
- # Default amplitude of the Gerstner waves
- gerstner-median-amplitude-meters = 1.5
- # Default variance in the directions of the Gerstner waves
- gerstner-directional-variance-degrees = 20.0
- #########################################################################################
- # Ocean color settings
- #########################################################################################
- # The RGB color of the light refracted into the water that does not reflect the sky.
- # These default settings are reasonable for deep ocean; for shallow water you may want
- # to blend in the color of the sea floor. The presence of plankton and other properties
- # can make this color specific to a location; i.e. you may want to make this more green
- # for inviting tropical waters.
- refract-color-red = 0.1
- refract-color-green = 0.1
- refract-color-blue = 0.1
- # The default deep water refraction color used when no environment map is present.
- # Since blue reflections of the sky won't be available for use, we need to bake some
- # extra blue into the water color to compensate.
- refract-color-no-env-red = 0.01
- refract-color-no-env-green = 0.1
- refract-color-no-env-blue = 0.3
- # The specular exponent for sun reflections in the water.
- shininess-opengl = 50000.0
- shininess-directx = 50000.0
- # The default fog color for above and below the water
- default-fog-color-above-r = 1.0
- default-fog-color-above-g = 1.0
- default-fog-color-above-b = 1.0
- default-fog-color-below-r = 0.0
- default-fog-color-below-g = 0.2
- default-fog-color-below-b = 0.3
- # The default visibility in meters for above and below the water
- default-visibility-above = 1000000000.0
- default-visibility-below = 100.0
- #########################################################################################
- # Foam settings
- #########################################################################################
- # Controls the creation of foam on areas of the water that have high slopes. Only
- # honored in CPU-based FFT water models or with Gerstner water models; if OpenCL, CUDA,
- # or DirectCompute are in use, foam is always on.
- do-foam = yes
- # The size of the projected foam texture in meters. Needs to be big enough such that
- # tiling isn't obvious.
- foam-scale = 50.0
- # The prominence of the foam. 0 = invisible
- foam-blend = 0.7
- # Whether high-resolution foam textures should be used.
- hi-res-foam = yes
- #########################################################################################
- # Spray settings
- #########################################################################################
- # Enables spray particle effects at crests of choppy waves
- # Note if this is set to "no", Ocean::EnableSpray() will have no effect - this setting
- # disables wave spray entirely. This effect consumes memory and performance, so turn
- # it off if you don't need it.
- fft-enable-spray = yes
- # Number of spray particles maintained at any given time
- fft-max-sprays = 10000
- # Maximum number of new spray particle systems generated in one frame
- fft-spray-budget = 100
- # The point at which the Jacobian of the FFT grid will spawn spray.
- # Values less than 1.0 result in more spray, greater than 1.0 in less.
- fft-spray-threshold = 1.0
- # The gravity force pulling the spray particles down, in meters per second squared.
- fft-spray-gravity = 9.81
- # The distance at which spray particles will be culled, in meters.
- fft-spray-cull-distance = 500.0
- # The amount of variance in spray particle directions, as a percent of the nominal velocity
- fft-spray-direction-variance = 0.4
- # The initial velocity of a spray particle, which is multiplied by the wind speed
- fft-spray-velocity = 1.0
- # The randomness in the initial velocities, as a percent of nominal velocity
- fft-spray-velocity-variance = 1.0
- # The distance in which the spray particle origin will lead in the wave direction, in meters.
- fft-spray-position-lead = 0
- # The randomness in spray particle positions, in meters
- fft-spray-position-variance = 1.0
- # The distance below the ocean surface that spray particles are centered at, in meters.
- fft-spray-origin-depth = 2.0
- # Controls the likelihood of an individual spray particle being spawned each frame.
- # 0 means every particle is spawned all the time, higher numbers result in lower particle
- # creation rates. Must be an integer.
- fft-spray-sparsity = 30
- # The size of a spray particle in meters.
- fft-spray-particle-size = 4.0
- # The randomness of a particle size in meters
- fft-spray-particle-size-variance = 1.5
- # The initial transparency of the spray particles. 0 = transparent, 1 = opaque.
- fft-spray-transparency = 1.0
- # Whether to force use of point sprites under OpenGL (vs. triangles). If the max point sprite
- # size isn't large enough (usually the case with NVidia), Triton will fall back to triangles
- # unless this is set to "yes". Point sprites are more efficient however.
- spray-force-point-sprites = no
- spray-force-point-sprites-mac = yes
- # Whether particles use a purely additive blending function (ONE, ONE) as opposed to
- # a softer (ONE, ONE_MINUS_SRC) function. If you're using Triton with HDR, you'll need
- # to set this to "yes" to avoid negative color values.
- particles-pure-additive-blend = no
- #########################################################################################
- # Douglas Sea Scale settings
- #########################################################################################
- # Parameters used for interpreting the "swell state" in Environment::SetDouglasSeaScale
- # Swell wavelengths for short, averge, and long swell conditions
- douglas-short-wavelength = 50.0
- douglas-average-wavelength = 100.0
- douglas long-wavelength = 200.0
- # Swell wave heights for low, moderate, and high swell conditions
- douglas-low-wave-height = 1.0
- douglas-moderate-wave-height = 3.0
- douglas-high-wave-height = 4.5
- # Swell state 1 is short/low, 2 is long/low, 3 is short/moderate, 4 is average/moderate
- # 5 is long/moderate, 6 is short/high, 7 is average/high, 8 is long/high
- #########################################################################################
- # Ship wake settings
- #########################################################################################
- # The distance travelled, as a % of the ship length, at which a prop wash segment
- # is emitted
- wake-wave-generation-distance = 0.5
- # Whether prop wash should be computed on a per-fragment (smoother) or per-vertex (faster)
- # basis. (OpenGL only)
- per-fragment-prop-wash = no
- # Whether the above per-fragment-prop-wash setting should be automatically applied only
- # when the ocean quality is set to "better" or "best"
- auto-per-fragment-prop-wash = no
- # The rate of prop wash emission will be increased when a ship is on curved paths.
- # This factor controls how strong an effect this has. It multiplies the turn angle,
- # and the cosine of the result is used to modulate the generation distance.
- wake-wave-curve-generation-factor = 4.0
- # The time interval in seconds in which a wake emits a spray effect
- wake-spray-generation-period = 0.1
- # Exponent for decaying wave amplitude with wave radius
- wake-wave-decay = 0.5
- # The maximum number of Kelvin wake wavelengths that may be displayed at once.
- max-wake-waves-dx9 = 5
- max-wake-waves-dx11 = 5
- max-wake-waves-opengl = 10
- # Whether 3D Kelvin wakes emanating from the ship are rendered. This places extra load
- # on the vertex programs, so if you don't need this, set it to "no"
- wake-kelvin-wakes = yes
- # The maximum number of circular waves from impacts or rotor wash that may be
- # displayed at once.
- max-circular-waves-dx9 = 5
- max-circular-waves-dx11 = 10
- max-circular-waves-opengl = 10
- # The maximum number of prop wash segments that may be displayed at once.
- max-prop-wash-dx9 = 19
- max-prop-wash-dx11 = 25
- max-prop-wash-opengl = 25
- # Whether propeller backwash trails (aka turbulent wake) behind the ship are rendered
- # This places extra load on the vertex programs, so if you don't need this,
- # set it to "no"
- wake-propeller-backwash = yes
- # LOD bias for prop wash texture (OpenGL only.)
- prop-wash-lod-bias = 1.0
- # Default width of prop wash effect as a multiple of the ship beam width
- prop-wash-default-width-multiplier = 1.5
- # The number of seconds prop wash segments will fade out over. Used in
- # conjunction with wake-wash-length - segments will fade out over that
- # length, and over time. You can set one or the other to very high values
- # if you want to prop wash dissipation to be based only on time, or only
- # on distance.
- prop-wash-default-fade-time = 30.0
- # The length, in meters, after which the turbulent wake dissipates entirely
- # Has no real physical basis, but is useful to enforce an upper bound on
- # prop wash segments per ship.
- wake-wash-length = 500
- # The wave height at which prop wash will dissipate entirely. This effect
- # also gets multiplied in the the fading based on length and time.
- prop-wave-height-fade = 20.0
- # Adjusts the initial amplitude of wake waves
- wake-kelvin-wave-scale = 5.0
- wake-circular-wave-scale = 1.0
- # The maximum number of spray particle systems to run at any given time
- wake-max-sprays = 300
- # Whether spray particle systems are culled when not in view.
- wake-cull-sprays = yes
- # The distance beyond which wake sprays are culled out
- wake-spray-cull-distance = 1000.0
- # The number of particles per spray particle system. The total number of particles
- # for wake sprays is this times wake-max-sprays.
- wake-spray-particles = 10
- # The average size of a spray particle
- wake-spray-particle-size = 13.0
- # The size variation of a spray particle (ie, 0.2 means +- 20%)
- wake-spray-size-variation = 0.2
- # The variation in spray particle velocity (0.2 = 20%)
- wake-spray-velocity-variation = 0.4
- # The variation in spray particle initial positions, in meters.
- wake-spray-position-variation = 7.0
- # The variation in spray direction (0.2 = 20%)
- wake-spray-direction-variation = 0.5
- # The time new wake waves fade in (to prevent discontinuities - in seconds.)
- wake-fade-in-time = 1.0
- # Transparency of wake spray particles
- wake-spray-transparency = 0.3
- # The minimum amplitude of a wake wave before it is discarded
- wake-circular-wave-min-amplitude = 0.01
- wake-kelvin-wave-min-amplitude = 0.05
- # The maximum amplitude of a wake wave before it is clamped
- wake-circular-wave-max-amplitude = 1.5
- wake-kelvin-wave-max-amplitude = 1.5
- # The minimum length of a prop wash segment
- min-prop-wash-segment-length = 10.0
- # Scaling factor on prop wash widths
- prop-wash-scale = 0.5
- # A boost in the initial elevation of new wake spray particles.
- wake-spray-elevation = 0
- # Maximum distance from camera at which circular waves (from impacts & rotor wash) and
- # kelvin wakes (from ship wakes) will be drawn.
- max-circular-wave-distance = 1000.0
- max-kelvin-wake-distance = 1000.0
- # Maximum distance from camera at which a WakeGenerator's wake effect
- # will be processed - useful for preserving performance with massive
- # numbers of wakes. Set to 0 for no limit. Depends on the below setting
- # of wake-generator-distance-threshold before it is applied.
- max-wake-generator-distance = 5000
- # The above max-wake-generator-distance will only be applied once
- # the total number of WakeGenerators exceeds this amount.
- wake-generator-distance-threshold = 100
- # The intensity of foam from Kelvin wake waves.
- wake-kelvin-wave-foam-scale = 0.5
- #########################################################################################
- # Rotor wash settings
- #########################################################################################
- # The time interval in seconds in which a wash emits a wave
- wash-wave-generation-period = 2.0
- # The time interval in seconds in which a wash emits a spray effect
- wash-spray-generation-period = 0.1
- # The diameter of the wash effect, as a multiple of the rotor diameter
- wash-size = 1.0
- # Parameter to allow adjustment of the wind strength at the water surface
- # from the wash, to result in larger or smaller waves from the wash
- wash-wind-scale = 2.0
- # The maximum wind velocity used to model waves and particle effects
- wash-max-velocity = 8.0
- # The particle size used for the rotor wash spray
- wash-spray-particle-size = 6.0
- # Transparency of the wash spray particle
- wash-spray-transparency = 0.3
- # Exponent for decaying wave amplitude with radius
- wash-wave-decay = 1.35
- # The time, in seconds, in which an individual rotor wash decal fades away.
- wash-decal-period = 3.0
- # The minimum and maximum scale of the rotor wash decals over the wash-decal-period.
- wash-decal-min-scale = 1.0
- wash-decal-max-scale = 5.0
- # The intensity of the decal effect
- wash-decal-intensity = 2.0
- # How random the interval between emission of circular waves is.
- wash-phase-randomness = 0.5
- # The maximum speed of the rotor itself at which the decal texture effect will be applied.
- wash-decal-speed-limit = 10.0
- #########################################################################################
- # Impact settings
- #########################################################################################
- # The number of particle systems generated when an Impact is triggered
- impact-num-sprays = 10
- # The scale applied to the impact's force based on its velocity and mass
- impact-energy-scale = 0.0000009
- # The upper bound on simulated impact energy (beyond this the particle systems just
- # fly apart.)
- impact-max-energy = 20
- # The random variation in positions of sprays from the impact
- impact-spray-position-variation = 2.0
- # Transparency of an impact spray particle
- impact-spray-transparency = 0.2
- # Exponent for decaying wave amplitude with radius
- impact-wave-decay = 0.33333
- #########################################################################################
- # Tidal stream wake settings
- #########################################################################################
- # The random variance in wake wave amplitude as a percentage.
- tidal-stream-amplitude-variance = 0.07
- # The rate at which random fluctuations in wake amplitude are applied over time.
- tidal-stream-amplitude-speed = 4.0
- # The random variance in the direction of the wake. This is added or subtracted to
- # each component of the normalized direction vector.
- tidal-stream-direction-variance = 0.05
- # The rate at which random fluctuation in direction is applied (smaller = slower)
- tidal-stream-direction-speed = 0.5
- # How much foam the tidal wake should generate at its crest. As Triton's foam
- # doesn't actually move with the current, it's best to keep this subtle.
- tidal-stream-foam = 0.5
- # Scaling factor for tidal stream foam decal animation
- tidal-stream-animation-scale = 0.5
- #########################################################################################
- # Mesh settings
- #########################################################################################
- # Optionally use a conventional mesh to draw the ocean below a certain
- # altitude instead of a projected grid.
- # Whether to switch to a conventional mesh or not
- use-mesh = yes
- # The resolution of the mesh per side. This may be multiplied if the ocean
- # quality setting is better than GOOD.
- mesh-grid-resolution = 513
- mesh-grid-resolution-mac = 257
- # The altitude at which we switch to a planar mesh
- mesh-switch-altitude = 500
- # How far out the mesh extends
- mesh-size = 50000
- #########################################################################################
- # Leeward Dampening effect
- #########################################################################################
- # Whether wind waves are reduced on the leeward side of ships. Only works on ships
- # that have wake effects on them, and only works with OpenGL at present.
- # This is off by default as it may exceed the maximum instruction count for vertex programs
- # on some platforms, and also comes at a performance cost.
- leeward-dampening = no
- # The maximum number of ship locations used for leeward wave dampening.
- max-leeward-dampeners-opengl = 5
- # The maximum distance from the camera at which the dampening effect will be applied
- max-leeward-dampener-distance = 1000.0
- # How much the dampening effect is applied to the waves (0-1)
- leeward-dampening-strength = 0.07
- # The maximum ship velocity at which the leeward dampening will have any effect, in world
- # units per second.
- max-leeward-dampening-velocity = 10.0
- #########################################################################################
- # Underwater God Rays (Crepuscular Rays) effect
- #########################################################################################
- # Enable or disable the effect entirely. If you never intend to use them, this can save
- # some GPU memory. Ocean::EnableGodRays(true) also needs to be called to start the effect.
- underwater-god-rays-enabled = yes
- # The number of god ray vertices along the grid
- god-rays-mesh-dimension = 15
- # How deep the god rays go (in meters)
- god-rays-effect-depth = 500.0
- # Extinction coefficients for water
- god-rays-extinction-coefficient-r = 0.8
- god-rays-extinction-coefficient-g = 0.016
- god-rays-extinction-coefficient-b = 0.01
- # The "K" factor used to adjust the spacing between grid points to fill the viewport
- god-rays-adjustment-factor = 0.8
- #########################################################################################
- # Double-refraction effect
- #########################################################################################
- # The color added to the water (before lighting) when the view angle approaches the surface
- # normal (unless looking down.) This approximates the effect of diffuse lighting caused
- # by double refraction, or "seeing through" a wave crest a little. It adds a sense of depth
- # and translucency to the water and makes it look less plastic.
- double-refraction-r = 0.2
- double-refraction-g = 0.6
- double-refraction-b = 0.5
- # The intensity of the double refraction effect.
- double-refraction-intensity = 0.8
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