Legacy Reference


The WaterVolumes object is used for rivers, lakes, pools, puddles, and oceans. For more information about WaterVolumes, see WaterVolume Shader.

Parameter Table

Parameter Description
Width Specifies how wide the entity is.
Height Specifies how high the shape area should be (0 means infinite height).
AreaId Sets up the ID of the area, so areas with another ID can overlap.
GroupId Sets up the Group ID of the area, so areas with another group ID can overlap.
Priority Defines the Priority so areas with a higher priority will be processed first.
Closed Sets if the area should be closed or if it should be just a line.
DisplayFilled Just for visibility in the editor this option defines if the area should be rendered as filled or not.
DisplaySoundInfo Enable to expand Sound Obstruction options.
Agent_height When Render_voxel_grid is enabled this determines the height along the y-axis of the rendered grid cells.
Agent_width When Render_voxel_grid is enabled this determines the height along the x-axis of the rendered grid cells.
Render_voxel_grid If true, voxel grid will be rendered when helpers are enabled.
voxel_offset_x Offset voxel grid on the x-axis.
voxel_offset_y Offset voxel grid on the y-axis.
Depth Sets the depth of the river.
Speed Defines how fast physicalized objects move along the river. Use negative values to move in the opposite direction.
UScale Sets the texture tiling on the U axis.
VScale Sets the texture tiling on the V axis.
View Distance Multiplier Sets the distance from the current view at which the object renders.
Caustics Enables optical caustics effects.
CausticIntensity Scales the intensity of the caustics for the water surface normals.
CausticTiling Scales the caustic tiling applied to the water surface normals. It allows the scaling of caustics independently from the surface material.
CausticHeight Sets the height above the water surface at which caustics become visible. Use this to make caustics appear on overhanging landforms or vegetation and other nearby objects.
FixedVolume Traces a ray down to find a 'vessel' entity and 'spill' the requested amount of water into it. For static entities, it attempts to boolean-merge any surrounding static that intersects with the first vessel (use the No Dynamic Water flag on brushes that do not need that).
VolumeAccuracy Water level is calculated until the resulting volume is within this (relative) difference from the target volume (if set to 0 it runs up to a hardcoded iteration limit).
ExtrudeBorder Extrudes the border by this distance. This is particularly useful if wave simulation is enabled as waves can raise the surface and reveal open edges if they lie exactly on the vessel geometry.
ConvexBorder Takes convex hull of the border. This is useful if the border would otherwise have multiple contours, which areas do not support.
ObjectSizeLimit Only objects with a volume larger than this number takes part in water displacement (set in fractions of FixedVolume).
WaveSimCell Size of cell for wave simulation (0 means no waves). Can be enabled regardless of whether FixedVolume is used.
WaveSpeed Sets how "fast" the water appears.
WaveDamping Standard damping.
WaveTimestep This setting may need to be decreased to maintain stability if more aggressive values for speed are used.
MinWaveVel Sleep threshold for the simulation.
DepthCells Sets the depth of the moving layer of water (in WaveSimCell units). Larger values make waves more dramatic.
HeightLimit Sets a hard limit on wave height (in WaveSimCell units).
Resistance Sets how strongly moving objects transfer velocity to the water.
SimAreaGrowth If changing water level is expected to make the area expand, the wave simulation grid should take it into account from the beginning. This sets the projected growth in fractions of the original size. If wave simulation is not used, this setting has no effect.