Lumberyard
User Guide (Version 1.16)

Best Practices Working with the Infinite Ocean Component

See the following best practices when working with the Infinite Ocean component.

  • You can use the default parameters for the Infinite Ocean component and the ocean_default.mtl material to create a default ocean, but you can change the settings as needed.

    Note

    Changing the ocean_default.mlt material affects any level that has an ocean that uses the material.

  • You can change the colors that contribute to how the ocean appears.

    • For the Infinite Ocean component, use the Color and Near Fog Color parameters. For more information, see Fog.

    • For the water material (ocean_default.mlt), use the Diffuse Color and Specular Color parameters. For more information, see Water Shader Material for the Infinite Ocean Component.

  • Use both reflections and the underwater fog to achieve the water appearance that you want. For more information, see Reflection and Fog.

  • If your environment looks dull, you'll get dull reflections in the water. Create an interesting sky look and skyline gradient. If you are creating a night scene, use bright spots such as city lights.

  • Use foam effects sparingly.

  • Ocean reflection draw distance is tied to the terrain detail draw distance.

To customize the ocean appearance for a specific level, do the following:

  1. Navigate to the lumberyard_version/dev/Engine/EngineAssets/Materials/Water/ocean_default.mtl directory and copy the ocean_default.mtl file to create another file.

  2. Specify the new file for the Infinite Ocean component. See General.

  3. In the Material Editor, customize the material settings for your current level.

Tip

For best performance, we recommend the following:

  • If your level doesn't require sun reflection, disable these parameters.

  • If your level doesn't require foam, disable this parameter.

  • If you don’t need caustic rendering, set the Caustic Multiplier parameter to 0 to disable it.