-
Notifications
You must be signed in to change notification settings - Fork 0
Waves
Atlas96 edited this page Dec 13, 2025
·
9 revisions
Waves that resemble the larger waves of an ocean
-
Number of Waves | Adjust the number of waves in the waves calculation, leaving at
8works fine -
Steepness | Height of individual waves,
~10 - 15works best -
Wavelength | Size of individual waves, value largely depends on water volume size, starting around
3.5is recommended -
Amplitude | Linear size of each wave, keep relatively low at
~0.05 - 0.1 -
Speed | Value depends on preference, starting around
1 - 3works well
Derive waves from a 3D texture
- Displacement 3D Texture | 3D texture waves are derived from, use included example one to get started
- Displacement Tiling | How many 3D texture waves there across water surface, value largely depends on preference and water volume size
-
Wave Speed | Value depends on preference, starting around
.5 - 1works well -
Wave Height | Height of 3D texture waves, higher the value the more pointy the waves become, keep relatively low,
~0.25 - 75
Gerstner and 3D Texture waves combined
- Settings for both previously explained above
Waves derived from procedural noise texture
-
Noise Waves Speed | Value depends on preference, starting around
~0.075 - 0.25works well -
Noise Waves Scale | Value depends on water volume size, starting at
10 -
Noise Waves Height | Value (once again) depends on water volume size and preference, starting around
2 - 8works well - Noise Waves Direction | Direction noise waves flow in, manual adjustment is required to suit your preference
Waves derived from the Dynamic Ripples render texture
-
Dynamic Ripple Wave Height | Height of dynamic ripple waves, since they are just ripples, this should remain low,
~0.275 - 0.4 - Water plane notice | Dynamic Ripple Waves need a high-poly water plane to properly show up without being pointy, click
Assign High Poly Water Planeto automatically assign a high-poly plane to your water volume