Camera for the detail fade, if any.
Frame the hydrology lives in, or null for world coordinates on a flat world.
The hydrology being drawn. Swap it with Lakes.setHydrology.
ReadonlyobjectRoot object: lake and river meshes in the hydrology's frame.
ReadonlyriverUniforms of the river (flow) material.
Σ k·chop of the waves (normalises whitecaps).
deepColor.
detail.
Unit drift direction of the ripples (x, z).
detailScale, metres.
detailSpeed, m/s.
environmentIntensity.
Seconds per flow-map cycle (rivers).
foam, 0 … 1.
foamColor.
foamWidth, metres.
Vertex spacing per metre of distance (2π / segments for the ocean rings; 0 = uniform grid).
Smallest vertex spacing, metres. Waves shorter than ~3 spacings fade out in the vertex stage.
Multiplier from geometry x/z to tangent-plane metres (the ocean's ring scale).
horizonColor.
Surface distance beyond which vertices are clamped (the horizon on planets).
Sphere radius the surface bends to (sea radius on planets; huge = flat).
Flow speed (m/s) where river rapids start foaming.
reflectivity (F0).
refraction.
roughness.
shallowColor.
skyColor.
specular.
Sun colour × intensity.
Direction towards the sun, world space.
tan(fov / 2) of the camera, for the per-pixel detail fade.
Seconds, advanced by the owner's update().
visibility, metres.
Per wave: direction x, direction z, wavenumber k, amplitude.
Per wave: horizontal amplitude (chop), phase (radians, includes −ωt), unused, unused.
Active entries in waveA/waveB.
Whitecap amount 0 … 1 (oceans and lakes).
Resolved settings.
Seconds of wave and flow time.
ReadonlyuniformsUniforms of the lake (wave) material.
Σ k·chop of the waves (normalises whitecaps).
deepColor.
detail.
Unit drift direction of the ripples (x, z).
detailScale, metres.
detailSpeed, m/s.
environmentIntensity.
Seconds per flow-map cycle (rivers).
foam, 0 … 1.
foamColor.
foamWidth, metres.
Vertex spacing per metre of distance (2π / segments for the ocean rings; 0 = uniform grid).
Smallest vertex spacing, metres. Waves shorter than ~3 spacings fade out in the vertex stage.
Multiplier from geometry x/z to tangent-plane metres (the ocean's ring scale).
horizonColor.
Surface distance beyond which vertices are clamped (the horizon on planets).
Sphere radius the surface bends to (sea radius on planets; huge = flat).
Flow speed (m/s) where river rapids start foaming.
reflectivity (F0).
refraction.
roughness.
shallowColor.
skyColor.
specular.
Sun colour × intensity.
Direction towards the sun, world space.
tan(fov / 2) of the camera, for the per-pixel detail fade.
Seconds, advanced by the owner's update().
visibility, metres.
Per wave: direction x, direction z, wavenumber k, amplitude.
Per wave: horizontal amplitude (chop), phase (radians, includes −ωt), unused, unused.
Active entries in waveA/waveB.
Whitecap amount 0 … 1 (oceans and lakes).
Removes the meshes from the scene and frees their GPU resources.
Replaces all settings: anything not in input goes back to the defaults.
Changes settings, merging into earlier ones. expand, rivers and flow speeds rebuild the meshes.
Draws a different hydrology result (e.g. after re-running the analysis), optionally in another frame.
Moves the floating origin. Same as set({ origin }).
Advances waves and flow, places the meshes and reads the sun. Called automatically with a scene (and by <Lakes>).
Staticcreate
Draws the lakes (and optionally rivers) of a bounded-map hydrology result: each lake is a flat water surface at its spill level using the ocean's wave shading, extended under its shore; rivers are ribbons along their polylines with flow-mapped water moving downstream. Carve the rivers into the world first (
riverModifiers), or their surfaces sit on the unchanged ground.Example