This texture map models a realistic ocean or sea surface. The simulation results are intended for use in Displacement mapping as one-dimensional or three-dimensional vectors.
Coordinates
Specifies how texture coordinates are generated.
WARNING: A common mistake is to forget about this tab and expect the mapping for the sea surface to come from the geometry itself.
Size
Specifies the size of the zone in distance units in the scene where the sea surface is synthesized. The maximum wavelength in the spectrum (and the width of the spectrum) depends on the size.
Resolution
Specifies the resolution of the resulting square texture as a power of two. A value of 10 corresponds to 1024 pixels on each side, a value of 12 corresponds to 4096 pixels.
3D vector
This option enables texture generation as vectors.
Half precision
The option enables storing data in the texture as half precision floating numbers (Half float). This reduces the required memory by half.
Seed
Specifies the initial value for the random number generator.
Time scale
In the case of an animated surface, changes the speed of the flow of time.
Spectrum scale
Changes the amplitudes of the waves in the spectrum. In practice, this translates into calmer or more rough seas.
Spectrum curve
By default, the statistical distribution of wave amplitudes in the artificial spectrum is close to natural. This spline allows you to change the distribution curve and emphasize some wavelengths. For example, suppress too large waves or make small waves more noticeable.
Wind Direction
Main wind direction.
Wind speed
Wind speed along the main direction.
There will be no waves without wind, it is necessary to set a non-zero value.
Choppy
Makes the shape of the waves more realistic, "presses" the waves. This option only works if the 3D Vector option is enabled.
If the value is too high, then the geometry overlaps itself, in which case artifacts appear.
Dispersion
Variety in the direction of the wind, with this option different waves will go at random angles to each other. The value is given in degrees.
Output
Standard color correction tab. In this case, it is used to correct the height map in the texture.