threejs-worldgen
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    Interface FluidSurfaceOptions

    Settings of a FluidSurface. Plain JSON; all live through set.

    interface FluidSurfaceOptions {
        absorption: [number, number, number];
        edge: number;
        foam: number;
        foamColor: string;
        foamDensity: number;
        foamSpeed: [number, number];
        ior: number;
        iterations: number;
        mist: number;
        mistSize: number;
        radius: number;
        refraction: number;
        resolution: number;
        roughness: number;
        scatterColor: string;
        shutter: number;
        sky: [string, string, string];
        smoothing: number;
        spray: [number, number];
        streaks: number;
        tagRadius: number;
        turbidity: number;
    }
    Index
    absorption: [number, number, number]

    Beer–Lambert absorption of the water, per metre (linear RGB): pure water loses red first.

    edge: number

    Water thickness (m) over which the rim of the water fades in (anti-aliased edges; a thin film is still a reflecting surface).

    foam: number

    Most whitewater coverage, 0…1.

    foamColor: string

    Colour of whitewater (aerated, fast or broken water), #rrggbb.

    foamDensity: number

    How opaque aerated water gets per metre of thickness (whitewater is translucent where thin).

    foamSpeed: [number, number]

    Speeds (m/s) over which water turns to whitewater: none below the first, all above the second.

    ior: number

    Index of refraction (sets the Fresnel reflectance; 1.333 for water).

    iterations: number

    Smoothing passes (each a horizontal and a vertical blur), 0…4.

    mist: number

    Opacity of one spray particle's mist.

    mistSize: number

    Width of a spray particle's mist, in particle spacings.

    radius: number

    Particle sphere radius, in particle spacings (Δx/2). About 1 makes neighbours overlap into one surface.

    refraction: number

    How far the background shifts through the surface, per metre of water thickness (screen fraction).

    resolution: number

    Resolution of the offscreen passes relative to the drawing buffer (0.25…1).

    roughness: number

    Microfacet roughness of the sun highlight (0.02 glassy … 0.3 rippled).

    scatterColor: string

    Colour of the in-scattered light (silt, algae), #rrggbb.

    shutter: number

    Exposure time of the mist's motion blur, seconds (streak length = speed × shutter).

    sky: [string, string, string]

    Reflected sky when no envMap: zenith, horizon and ground colours, #rrggbb (scaled by the lighting's ambient).

    smoothing: number

    Depth smoothing radius, in particle radii (world space; the bilateral filter keeps silhouettes).

    spray: [number, number]

    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).

    streaks: number

    Contrast of the flow-aligned streaks in falling whitewater, 0…1.

    tagRadius: number

    Radius multiplier of tagged particles (buffers.state.z ≠ 0, e.g. rain splashes): small drops, not blobs.

    turbidity: number

    In-scattering by suspended matter, per metre: 0 is glass-clear, tens is opaque mud within centimetres.