OptionalabsorptionBeer–Lambert absorption of the water, per metre (linear RGB): pure water loses red first.
OptionaledgeWater thickness (m) over which the rim of the water fades in (anti-aliased edges; a thin film is still a reflecting surface).
OptionalenvReflected environment (default: the scene's environment, followed each frame; null: the lighting's sky colour).
OptionalfoamMost whitewater coverage, 0…1.
OptionalfoamColour of whitewater (aerated, fast or broken water), #rrggbb.
OptionalfoamHow opaque aerated water gets per metre of thickness (whitewater is translucent where thin).
OptionalfoamSpeeds (m/s) over which water turns to whitewater: none below the first, all above the second.
OptionaliorIndex of refraction (sets the Fresnel reflectance; 1.333 for water).
OptionaliterationsSmoothing passes (each a horizontal and a vertical blur), 0…4.
OptionallightingSun and sky light (default: one per surface, filled from the scene each frame).
OptionalmistOpacity of one spray particle's mist.
OptionalmistWidth of a spray particle's mist, in particle spacings.
OptionalradiusParticle sphere radius, in particle spacings (Δx/2). About 1 makes neighbours overlap into one surface.
OptionalrefReceives the FluidSurfaceImpl instance.
OptionalrefractionHow far the background shifts through the surface, per metre of water thickness (screen fraction).
OptionalresolutionResolution of the offscreen passes relative to the drawing buffer (0.25…1).
OptionalroughnessMicrofacet roughness of the sun highlight (0.02 glassy … 0.3 rippled).
OptionalscatterColour of the in-scattered light (silt, algae), #rrggbb.
OptionalshutterExposure time of the mist's motion blur, seconds (streak length = speed × shutter).
OptionalskyReflected sky when no envMap: zenith, horizon and ground colours, #rrggbb (scaled by the lighting's ambient).
OptionalsmoothingDepth smoothing radius, in particle radii (world space; the bilateral filter keeps silhouettes).
The particles it draws: an MPMSolverImpl (from <MPM ref>) or any FluidSource.
OptionalspraySpray: 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).
OptionalstreaksContrast of the flow-aligned streaks in falling whitewater, 0…1.
OptionaltagRadius multiplier of tagged particles (buffers.state.z ≠ 0, e.g. rain splashes): small drops, not blobs.
OptionalturbidityIn-scattering by suspended matter, per metre: 0 is glass-clear, tens is opaque mud within centimetres.
Props of
<FluidSurface>: every FluidSurfaceInput setting plus the ones below.