Talos docs

SceneOcean

Since 0.6

The scene's sea: one unbounded ocean at seaLevel.

Plain text

Its waves are a function of these fields and the simulation clock alone, so floating bodies replay exactly. The HD renderer draws the waves; the standard renderer draws a flat lit plane.

Fields

FieldTypeRequiredDefaultAllowed valuesDescription
seaLevelnumberno0World y of the mean surface, metres. Default 0.
seednumberno1Wave pattern, a whole number from 0. Same seed and same simulation time is the same sea, bit for bit. Default 1.
beaufortnumberno4The sea when there are no layers and no weather: Beaufort force 0..12 (fractional values interpolate). Default 4.
layersOceanWaveLayer[]noExplicit wave layers, at most 6; win over beaufort. They are the sea when weather is empty; with weather, its keys' layers replace them.
weatherOceanWeatherKey[]noSea states over simulation time, at most 32, timeS strictly ascending. Between two keys the wave spectrum is blended by a smoothstep of the time between them; before the first key the first key's sea holds, after the last the last key's. A key with neither layers nor beaufort uses this object's layers or beaufort.
choppinessnumberno1Horizontal displacement scale, 0..1.5: 0 is round crests, 1 sharp. Default 1.
depthMnumbernoUniform water depth, metres, 0.5..11000. Absent: deep water.
densitynumberno1025Water density for every floating body, kg/m3, 900..1300. Default 1025; fresh water is 1000.
lookOceanLooknoHow the sea looks (water type, foam). Render only; never part of a replay. Absent: the default look.
bathymetryOceanBathymetrynoThe ground under the sea, a 16-bit height raster. Absent: no shore, the sea is as deep as depthM says.
shoreOceanShorenoShoreline controls (shoaling, breaker index, run-up, wet sand, caustics, foam). Needs bathymetry.
waveMaskOceanWaveMasknoA painted scale on the waves over a world rectangle (calm harbours, rough patches). Absent: the sea is as it was, bit for bit.

See also