Water
GenesisII handles water slightly differently from standard terrains. Normally
water does not have any color of it's own, instead this is produced mainly by
light reflected from the sky and surrounding land, combined with some contribution
from the lake bottom in shallower areas. GenesisII understands this and will
produce realistic effects.
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Water Editor
Waves
- Wind Direction: Waves will tend to line up at right angles to the
wind, although local turbulance and conditions may affect this.
- Height: Wave height as measured from peak to trough.
- Wavelength: Peak to Peak distance
Turbulance
Turbulance describes fractalized chaotic disruption to the water surface
- this affects low level detail and color.
- Water Turbulance: The amount of turbulant behaviour. Set to 0 to
remove.
- Seeds: Fractal seeds used to generate water turbulance. The plane/frequency
combination is unique and repeatable.
Surface
Values are analogous to those for general Fractalization and Terrains,
although implementation details may differ.
- Colors: Water reflectance color change. These values determine how
water absorbs light when reflected from it's surface. Normally these values
should be set to black or dark gray, indicating hat no or little light is
absorbed.
- Roughness: Water surface roughness.
- Shininess: Shininess of the surface - this controls the intensity
of reflected highlights
- Specularity: Highlight reflections. Higher values will give a more
'sparkly' effect.
- Glow: Increases the atmospheric glow
factor for light reflected in water. Most noticable for sunsets and images
with strong direct sunlight reflected on the water's surface.