threejs-worldgen
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    Interface RiversSettings

    Every setting of Rivers. All optional on input.

    interface RiversSettings {
        buildBudget: number;
        deepColor: string;
        detail: number;
        detailScale: number;
        detailSpeed: number;
        environment: Texture<unknown, TextureEventMap> | null;
        environmentIntensity: number;
        expand: number;
        flowPeriod: number;
        flowSpeed: number;
        foam: number;
        foamColor: string;
        foamWidth: number;
        horizonColor: string;
        maxDistance: number;
        maxFlowSpeed: number;
        minFlowSpeed: number;
        minStrength: number;
        origin: [x: number, y: number, z: number];
        rapids: number;
        reflectivity: number;
        refraction: number;
        reframeDistance: number;
        resolution: number;
        roughness: number;
        shallowColor: string;
        skyColor: string;
        specular: number;
        sun: DirectionalLight | null;
        surfaceOffset: number;
        tileSize: number;
        visibility: number;
    }

    Hierarchy (View Summary)

    Index
    buildBudget: number

    Milliseconds per frame spent building tiles, nearest first.

    deepColor: string

    Colour of deep water: what you see where the bottom is out of sight.

    detail: number

    Strength of the procedural ripple normals added on top of the waves.

    detailScale: number

    Ripple wavelength, metres.

    detailSpeed: number

    Ripple drift speed, m/s.

    environment: Texture<unknown, TextureEventMap> | null

    Environment reflected (an equirect or cube texture, prefiltered for you). null = the sky colours. Object input.

    environmentIntensity: number

    Multiplier on environment reflections.

    expand: number

    Cells the water surface extends past the wet area, so it tucks under the banks.

    flowPeriod: number

    Seconds per flow-map cycle. Longer = less visible reset, more stretching.

    flowSpeed: number

    Surface speed (m/s) at a 1% slope; speed grows with √slope.

    foam: number

    0 … 1 overall foam amount (shoreline, whitecaps and rapids).

    foamColor: string

    Foam colour.

    foamWidth: number

    Water depth (metres) below which shoreline foam appears.

    horizonColor: string

    Sky colour reflected near the horizon when there is no environment.

    maxDistance: number

    Radius around the camera that has river meshes, metres. Nothing is built while the camera is higher than this.

    maxFlowSpeed: number

    Fastest flow, m/s.

    minFlowSpeed: number

    Slowest flow, m/s (flat stretches still drift).

    minStrength: number

    River channel strength (the world's river, 0 … 1) where water starts.

    origin: [x: number, y: number, z: number]

    World position that is (0, 0, 0) in render space (floating origin).

    rapids: number

    Flow speed (m/s) where rapids start foaming.

    reflectivity: number

    Reflectance looking straight down (Fresnel F0); water is 0.02.

    refraction: number

    Screen-space refraction strength (0 = none).

    reframeDistance: number

    Planets: distance (metres) from the tile frame's centre at which a new frame is centred on the camera.

    resolution: number

    Grid cells per tile side. Cell size = tileSize / resolution.

    roughness: number

    Surface roughness 0 … 1 (blurs reflections and widens the sun glint). Grows by itself with distance.

    shallowColor: string

    Tint of light that crossed shallow water (#rrggbb).

    skyColor: string

    Sky colour reflected near the zenith when there is no environment.

    specular: number

    Multiplier on the sun's glint.

    sun: DirectionalLight | null

    Light for the sun glint and daylight. null = the first DirectionalLight found in the scene. Object input.

    surfaceOffset: number

    Raises (or lowers) the water surface, metres.

    tileSize: number

    Edge length of a streaming tile, metres.

    visibility: number

    Metres of water after which ~63% of the view through it is replaced by deepColor.