Beer–Lambert absorption of the water, per metre (linear RGB): pure water loses red first.
Water thickness (m) over which the rim of the water fades in (anti-aliased edges; a thin film is still a reflecting surface).
Most whitewater coverage, 0…1.
Colour of whitewater (aerated, fast or broken water), #rrggbb.
How opaque aerated water gets per metre of thickness (whitewater is translucent where thin).
Speeds (m/s) over which water turns to whitewater: none below the first, all above the second.
Index of refraction (sets the Fresnel reflectance; 1.333 for water).
Smoothing passes (each a horizontal and a vertical blur), 0…4.
Opacity of one spray particle's mist.
Width of a spray particle's mist, in particle spacings.
Particle sphere radius, in particle spacings (Δx/2). About 1 makes neighbours overlap into one surface.
How far the background shifts through the surface, per metre of water thickness (screen fraction).
Resolution of the offscreen passes relative to the drawing buffer (0.25…1).
Microfacet roughness of the sun highlight (0.02 glassy … 0.3 rippled).
Colour of the in-scattered light (silt, algae), #rrggbb.
Exposure time of the mist's motion blur, seconds (streak length = speed × shutter).
Reflected sky when no envMap: zenith, horizon and ground colours, #rrggbb (scaled by the lighting's ambient).
Depth smoothing radius, in particle radii (world space; the bilateral filter keeps silhouettes).
Spray: water where the solver's grid is nearly empty (a node mass of a full cell of 1000 kg/m³ = 1) is drawn as soft mist, not as surface; all mist below the first value, all surface above the second (needs a source with a grid).
Contrast of the flow-aligned streaks in falling whitewater, 0…1.
Radius multiplier of tagged particles (buffers.state.z ≠ 0, e.g. rain splashes): small drops, not blobs.
In-scattering by suspended matter, per metre: 0 is glass-clear, tens is opaque mud within centimetres.
Settings of a FluidSurface. Plain JSON; all live through
set.