Go to: Related nodes. Attributes.

Use a OceanShader for extra control over the way color changes with light and view angle. One can simulate a variety of exotic materials as well as tweeking more standard shading in subtle ways.

In the table below, important attributes have their names indicated in bold in the description column.

This node is MP safe

Node nameParentsClassificationMFn typeCompatible function sets
oceanShaderdependNode
shader/surfacekOceanShaderkBase
kNamedObject
kDependencyNode
kOceanShader

Related nodes

lambert, reflect, phongE, phong, blinn, anisotropic, volumeShader, simpleVolumeShader, surfaceShader, displacementShader, layeredShader, useBackground, defaultShaderList, shadingMap

Attributes (188)

Attribute quick index omitted (too many attributes to show them all).

Long name (short name)TypeDefaultFlags
objectId (oi) addr0inputconnectablehidden
Unique integer that identifies the object being rendered.
primitiveId (pi) integer0inputconnectablehidden
triangle id
raySampler (rtr) addr0inputconnectablehidden
ray sample pointer
rayDepth (rd) short0inputconnectablehidden
current ray depth
rayInstance (ryi) integer0inputconnectablehidden
Unique ray identifier controlling the sampling distribution for volume light depth map shadows, fluid volume rendering, light fog, ray traced shadows, and motion blur.
refractionLimit (rdl) short6outputinputconnectablestorable
ray depth limit
refractiveIndex (rfi) float1.3outputinputconnectablestorable
Refractive Index determines how much a ray of light will bend when it passes through an object. This attribute only works if your material is partially or completely transparent (see the Transparency attribute), refractions are turned on (see the Refractions attribute) and you are rendering using Ray Tracing. (See Render Settings)

If the Refractive Index is set to 1.0, then light does not bend when it passes through the object. Here are some other useful values for Refractive Index:

    Air: 1.0
    Water: 1.33
    Gasoline: 1.45
    Crystal: 2.00
    Glass: 1.5
    Ice: 1.309
    Quartz: 1.6
    Ruby: 1.77
    Sapphire: 1.77
    Salt: 1.54
    Alcohol: 1.329
    Emerald: 1.57
    Polystyrene: 1.55

Note:If you make an object transparent, objects that are seen through it will be refracted only if their Visible In Refractions attribute is turned on.

mediumRefractiveIndex (mrfi) float1.0inputconnectablehidden
the previous refractive index
refractions (rfc) boolfalseoutputinputconnectablestorable
Turn on Refractions to make your material refract light when you are rendering with Ray Tracing. You will not see a difference unless Refractive Index is set to a value other than 1.0. (See the Refractive Index attribute above for more details.) Refractions are turned off by default.
diffuse (dc) float0.3outputinputconnectablestorable
Diffuse controls how much of the light in the scene is scattered from the object. Most materials absorb some of the light falling on them, and scatter the rest.
rayDirection (rad) float3inputconnectable
The ray direction.
rayDirectionX (rdx) float0.0inputconnectable
The x component of the direction.
rayDirectionY (rdy) float0.0inputconnectable
The y component of the direction.
rayDirectionZ (rdz) float1.0inputconnectable
The z component of the direction.
waterColor (wc) float3outputinputconnectablestorable
Color is the basic color of the surface.
waterColorR (wcr) float0.0outputinputconnectablestorablekeyable
color red value
waterColorG (wcg) float0.36outputinputconnectablestorablekeyable
color green value
waterColorB (wcb) float0.4outputinputconnectablestorablekeyable
color blue value
transparency (it) float3outputinputconnectablestorable
Transparency controls how transparent or opaque the material is. Black means completely opaque (the default), and white means completely transparent. You can set it to any level in between. You can also control transparency on a per-channel basis; for example, if you set this to red, then only the red channel will be transparent.

Note: If this material has specular highlights (i.e., if this is a Phong or Blinn shader), the transparency setting will not affect the highlights. So if you are trying to make an object disappear by animating the transparency attribute, you may also have to animate the specular highlight attributes.

transparencyR (itr) float0.0outputinputconnectablestorablekeyable
transparency red value
transparencyG (itg) float0.0outputinputconnectablestorablekeyable
transparency green value
transparencyB (itb) float0.0outputinputconnectablestorablekeyable
transparency blue value
ambientColor (ambc) float3outputinputconnectablestorable
Ambient Color is black by default, which means it does not affect the material's over-all color. As the ambient color becomes brighter, it affects the material's color by lightening it and blending the two colors.

If there are ambient lights in the scene, then the color and brightness of those lights is used to control how much the ambient color contributes to the final color of the material.

ambientColorR (acr) float0.0outputinputconnectablestorablekeyable
ambient color red value
ambientColorG (acg) float0.0outputinputconnectablestorablekeyable
ambient color green value
ambientColorB (acb) float0.0outputinputconnectablestorablekeyable
ambient color blue value
incandescence (ic) float3outputinputconnectablestorable
Incandescence makes a material appear opalescent, as if it were emmitting light itself, such as lava or a phosphorescent moss. A slight touch of incandescence on vegetable matter, for example, can make the vegetation look alive.

By default, the color is black, which has no effect on the surface.

Note: although incandescence makes a surface appear to glow, it does not actually act as a source of light in the scene.

See also Glow Intensity.

incandescenceR (ir) float0.0outputinputconnectablestorablekeyable
incandescence red value
incandescenceG (ig) float0.0outputinputconnectablestorablekeyable
incandescence green value
incandescenceB (ib) float0.0outputinputconnectablestorablekeyable
incandescence blue value
translucence (tc) float0.3outputinputconnectablestorablekeyable
Translucence simulates the way light diffusely penetrates through translucent objects. This means that when light shines on one side of the object, the other side is partially illuminated. This can be used for effects such as clouds, fur, hair, marble, jade, wax, paper, leaves, etc.

If this is set to 0 (the default) then no light shows through the object. If this is set to 1, all the light shows through.

translucenceFocus (tcf) float0.0outputinputconnectablestorablekeyable
TranslucenceFocus simulates the way light scatters more in a forward direction through translucent objects. Thin objects like a leaf, or low density objects like a cloud tend to scatter more in a forward direction. When the focus is 0.0 translucent light is scattered in all directions. As the focus value is raised the translucent light is scatter more in the light direction. This makes the backlit side of a leaf glow more than the frontlit side. At high focus values one will see a halo or glow around the lightsource when seen through a translucent object.
translucenceDepth (trsd) float10.0outputinputconnectablestorablekeyable
Translucence Depth

The depth of penetration into an object at which translucence decays to nothing. When the parameter is 0, translucence does not decay with respect to the distance light travels through the object.

opacityDepth (opad) float0.0outputinputconnectablestorablekeyablehidden
Opacity Depth (Studio special effect)

Causes the transparency of an object to diminish with its thickness. An object is opaque if its thickness is greater than its Opacity Depth. When the Opacity Depth value is 0, it has no effect (as opposed to making an object entirely opaque). The shader must have some Transparency to show the effect of Opacity Depth. When Opacity Depth is non-zero, transparency controls specularity, reflectivity, and incandescence, which are normally independent of transparency. This makes it easier to create soft, fuzzy objects. Also, if you use a transparency map to create holes in a surface that has specular highlights, set Opacity Depth to a high value instead of creating a matching specular map. Transparent objects cast shadows in the raycaster even if the Opacity Depth value is non-zero.

Tip: Use Opacity Depth to simulate hair, fur, and clouds.

glowIntensity (gi) float0.0outputinputconnectablestorablekeyable
Glow Intensity is 0 by default, meaning that no glow is added to the material. As this is turned up, the material seems to 'glow' with a faint halo of light around it.

Note that this is different from the Incandescence attribute in a few important ways. First, glow is added as a post-process at the end of rendering. (Incandescence just makes the surface appear brighter.) Second, glow adds a halo, which incandescence does not.

specularGlow (spg) float0.0outputinputconnectablestorablekeyable
Specular Glow works the same way as glow intensity, only it makes specular highlights glow. It is useful for things like twinkling highlights on water.
shadowAttenuation (fakc) float0.5outputinputconnectablestorablekeyable
Shadow Attenuation (Fake Refraction Caustics)>p> (aka Studio special effect "Transparency Shade" - raytracing only)

Causes shadows of transparent objects to be brighter in the center, simulating the focusing of light. 0 gives constant intensity shadows, 1 gives shadows focused in the center.

eccentricity (ec) float0.03outputinputconnectablestorablekeyable
Eccentricity controls how big your specular highlights (also called 'hot spots') will be.
specularity (spl) float0.7outputinputconnectablestorablekeyable
Specularity controls how bright your specular highlights will be. It is a simple multiplier of the specular color.
reflectionLimit (fll) short1outputinputconnectablestorable
reflected ray depth limit
specularColor (sc) float3outputinputconnectablestorable
Specular Color is the color of the specular reflections (also called 'hot spots') on the material. The final color of a specular reflection is a combination of the Specular Color and the color of the light.

By making the Specular Color brighter or dimmer, you can control the brightness of the specular reflections on an object.

Tip: To make a material look more plastic, use white for the specular color. To make a material look more metallic, make the specular color similar to the surface color.

specularColorR (sr) float1.0outputinputconnectablestorablekeyable
specular color red value
specularColorG (sg) float1.0outputinputconnectablestorablekeyable
specular color green value
specularColorB (sb) float1.0outputinputconnectablestorablekeyable
specular color blue value
reflectivity (rfl) float0.7outputinputconnectablestorable
Reflectivity is used to make an object reflect light like a mirror. Set this to 0 is you don't want your material to reflect at all. Increase the value to make brighter reflections. Note that brighter reflections hide more of the base surface color.

The default ocean reflectivity currently matches that of water. It is nearly totally reflective from glancing angles but not so reflective from others( the Fresnel effect ). This effect is a feature of the refractive index of a material, which for water is 1.33. Increasing the refractive index will make the water more reflective to direct rays, but also more like chrome than water.

This attribute is only meaningful if there is a reflection map, or if you are doing Ray Tracing.

Here are some useful values for Reflectivity:

    Car Paint: 0.4
    Glass: 0.7
    Mirror: 1.0
    Chrome: 1.0

Note: If you are doing Ray Tracing, and you want other objects in the scene to be seen in reflections, then you must turn on the Visible In Reflections attribute of those objects.

environment (env) compoundn/aarrayoutputinputconnectablestorable
Environment defines a simple sky to ground environmental reflection using a ramp. The left of the ramp is the top of the sky and the right is the bottom.
environment_Position (envp) float0.0outputinputconnectablestorable
Position of ramp value on normalized 0-1 scale
environment_Color (envc) float3outputinputconnectablestorable
Ramp color at the sibling position
environment_ColorR (envcr) float0.0outputinputconnectablestorable
Ramp red channel value at the sibling position
environment_ColorG (envcg) float0.0outputinputconnectablestorable
Ramp green channel value at the sibling position
environment_ColorB (envcb) float0.0outputinputconnectablestorable
Ramp blue channel value at the sibling position
environment_Interp (envi) enum0outputinputconnectablestorable
Ramp Interpolation controls the way the intermediate values are calculated. The values are:
    None: No interpolation is done; the different colors just show up as different bands in the final texture.

    Linear: The values are interpolated linearly in RGB color space.

    Smooth: The values are interpolated along a bell curve, so that each color on the ramp dominates the region around it, then blends quickly to the next color.

    Spline: The values are interpolated with a spline curve, taking neighboring indices into account for greater smoothness.

reflectedColor (rc) float3outputinputconnectablestorable
Reflected Color affects the color of light reflected from the material.

You can map an image or texture or environment map to this attribute in order to make 'fake reflections', which are less expensive than ray-tracing. This is called Reflection Mapping.

Reflection Mapping and raytracing may be used together, in which case the reflection map is used as 'background', and raytraced reflections appear in the 'foreground'.

reflectedColorR (rr) float0.0outputinputconnectablestorablekeyable
reflected color red value
reflectedColorG (rg) float0.0outputinputconnectablestorablekeyable
reflected color green value
reflectedColorB (rb) float0.0outputinputconnectablestorablekeyable
reflected color blue value
triangleNormalCamera (tnc) float3outputinputconnectablehidden
Triangle Normal In Camera Space This is the normal of the visible triangle in the camera space.

This normal is used to check the reflection direction is not in the opposite direction of the normal of the visible triangle.

triangleNormalCameraX (tnx) float0.0outputinputconnectable
triangle normal x value
triangleNormalCameraY (tny) float1.0outputinputconnectable
triangle normal y value
triangleNormalCameraZ (tnz) float0.0outputinputconnectable
triangle normal z value
reflectionSpecularity (rsp) float1.0outputinputconnectablestorable
Reflection Specular controls the contribution of the specular component when dealing with reflection rays for ray tracing. I.e., the specular contribution when seen as a mirror reflection.
outColor (oc) float3outputconnectable
Out Color is the final output color generated by this node. If you are using this node as one of the layers in a Layered Shader, then you will need to connect this attribute to the Color input of the Layered Shader.
outColorR (ocr) float0.0outputconnectable
out color red value
outColorG (ocg) float0.0outputconnectable
out color green value
outColorB (ocb) float0.0outputconnectable
out color blue value
outTransparency (ot) float3outputconnectable
Out Transparency is the final output transparency generated by this node. If you are using this node as one of the layers in a Layered Shader, then you will need to connect this attribute to the Transparency input of the Layered Shader.
outTransparencyR (otr) float0.0outputconnectable
out transparency red value
outTransparencyG (otg) float0.0outputconnectable
out transparency green value
outTransparencyB (otb) float0.0outputconnectable
out transparency blue value
outGlowColor (ogc) float3outputconnectable
Out Glow Color is the final output glow color from this node (if this node is glowing)
outGlowColorR (ogr) float0.0outputconnectable
out glow color red value
outGlowColorG (ogg) float0.0outputconnectable
out glow color green value
outGlowColorB (ogb) float0.0outputconnectable
out glow color blue value
pointCamera (pc) float3outputinputconnectable
surface intersection point in camera space
pointCameraX (px) float1.0outputinputconnectable
point camera x component
pointCameraY (py) float1.0outputinputconnectable
point camera y component
pointCameraZ (pz) float1.0outputinputconnectable
point camera z component
normalCamera (n) float3outputinputconnectable
Normal Camera represents the surface normals in the camera's space. (These are used to calculate shading.)

To do Bump Mapping, connect the output of a bump node to this attribute.

normalCameraX (nx) float1.0outputinputconnectable
normal camera x value
normalCameraY (ny) float1.0outputinputconnectable
normal camera Y value
normalCameraZ (nz) float1.0outputinputconnectable
normal camera Z value
filterSize (fs) float30.0, 0.0, 0.0outputinputconnectablehidden
The sample (filter) size
filterSizeX (fsx) float0.0outputinputconnectablehidden
The X size of the filter (sample)
filterSizeY (fsy) float0.0outputinputconnectablehidden
The Y size of the filter (sample)
filterSizeZ (fsz) float0.0outputinputconnectablehidden
The Z size of the filter (sample)
matrixWorldToEye (wte) fltMatrixidentityoutputinputconnectablestorablehidden
The matrix that takes world space to eye space
matrixEyeToWorld (e2w) fltMatrixidentityoutputinputconnectablestorablehidden
The transform to go from eye to world space
lightDataArray (ltd) lightDataNULLarrayinputconnectablehidden
The lighting information this node computes.
lightDirection (ld) float3inputconnectablehidden
The light direction.
lightDirectionX (ldx) float1.0inputconnectablekeyablehidden
The x component of the direction.
lightDirectionY (ldy) float1.0inputconnectablekeyablehidden
The y component of the direction.
lightDirectionZ (ldz) float1.0inputconnectablekeyablehidden
The z component of the direction.
lightIntensity (li) float3inputconnectablehidden
The light intensity (it is a colour).
lightIntensityR (lir) float1.0inputconnectablekeyablehidden
light intensity red value
lightIntensityG (lig) float1.0inputconnectablekeyablehidden
light intensity green value
lightIntensityB (lib) float1.0inputconnectablekeyablehidden
light intensity blue value
lightAmbient (la) booltrueinputconnectablekeyablehidden
The boolean that indicates if the light has an ambient component.
lightDiffuse (ldf) booltrueinputconnectablekeyablehidden
The boolean that indicates if the light has a diffuse component.
lightSpecular (ls) boolfalseinputconnectablekeyablehidden
The boolean that indicates if the light has a specular component.
lightShadowFraction (lsf) float0.0inputconnectablehidden
The visibility fraction to the light. value is in [0,1]
preShadowIntensity (psi) float0.0inputconnectablehidden
The light intensity without taking shadow into account.
lightBlindData (lbd) addr0inputconnectablehidden
The light's blind data.
matteOpacityMode (mom) enum2outputinputconnectablestorable
Matte Opacity Mode controls how the system will use the Matte Opacity attribute (below). When you are rendering with a matte (i.e. an alpha channel, or mask), these two attributes are used to control how this material will show up in the matte. This is useful if you will be compositing your rendered images later on.

There are three settings, used for different purposes:

    Opacity Gain: (the default). Matte values are calculated in the normal way (based on the transparency of the object) then multiplied by the Matte Opacity. (Matte Opacity has a default value of one, by default these attributes have no effect.) With Opacity Gain, you can animate the Matte Opacity value to change the overall transparency of the object when it is later composited.

    Solid Matte: This is like Opacity Gain, except that the normally-calculated matte values are ignored in favor of the Matte Opacity setting. The entire matte for the object is set to the value of the Matte Opacity attribute. If there are transparent areas on the object, their transparency is ignored in the matte. Use this setting to composite an object with transparent parts, when you do not want the background to show through them.

    Black Hole: The value of Matte Opacity is ignored, and all the matte for this material is set to be transparent. Use this when you are creating substitute geometry in a scene, which is standing in for objects in a background image that you will be compositing with later. Your stand-in objects will 'punch a hole' in the matte. This allows other computer-generated geometry to pass behind your stand-in objects. Later, when foreground and background are composited, the results will be correct, with the background object showing through the 'black hole' areas.

matteOpacity (mog) float1.0outputinputconnectablestorablekeyable
Matte Opacity is used (along with Matte Opactiy Mode) to affect how the matte (i.e. alpha channel or mask) for this material will be calculated. See Matte Opacity Mode above for full details.
outMatteOpacity (omo) float3outputconnectable
output Matte Opacity
outMatteOpacityR (omor) float0.0outputconnectable
output Matte Opacity red value
outMatteOpacityG (omog) float0.0outputconnectable
output Matte Opacity green value
outMatteOpacityB (omob) float0.0outputconnectable
output Matte Opacity blue value
time (ti) time0filmoutputinputconnectablestorablekeyable
Time is used to animate the Ocean texture. Typically this is connected to the node time1, which provides the normal scene time for most nodes.
scale (scl) float1.0outputinputconnectablestorablekeyable
Scale controls the defined size in meters that corresponds to the texture space 0-1 in UV( for default texture placement settings ).
windUV (wi) float21.0, 0.0outputinputconnectablestorable
Wind UV controls the (average) direction that the waves will travel, simulating the effect of wind. This is expressed as U and V values, in the UV texture space. Note: animating this parameter will cause unnatural motion, and should be avoided.
windU (wiu) float0.0outputinputconnectablestorablekeyable
The U component of the wind direction
windV (wiv) float0.0outputinputconnectablestorablekeyable
The V component of the wind direction
observerSpeed (os) float0.0outputinputconnectablestorablekeyable
Observer Speed is useful when you do not want the waves to move transversely. It cancels out transverse wave motion by moving a simulated observer. This is similar to animating the uvOffset of the texture relative to the wind direction. When Observer Speed is 1.0 the primary waves will not appear to travel because the viewer is moving at the same speed as the waves. The secondary waves will still move relative to the primary ones.
waveDirSpread (wd) float0.2outputinputconnectablestorablekeyable
WaveDirSpread determines the variance in wave direction with respect to the wind direction. If it is zero, then all waves travel in the same direction. If it is one, then waves will travel in random directions. Inconsistency of the wind direction along with other effects like wave refraction tend to cause a natural variation in wave direction.
numFrequencies (nf) float3.0outputinputconnectablestorablekeyable
NumFrequencies controls the number of interpolated frequencies between waveLengthMin and WaveLengthMax Note: the higher this value, the longer this texture takes to compute. If this value is not an integer, then the number of created frequencies will be the rounded up value, but the amplitude for the extra frequency will be proportional to the remainder( ie .25 for 8.25 ) This allows this parameter to be smoothly animated.
waveLengthMin (wlm) float0.3outputinputconnectablestorablekeyable
WaveLengthMin controls the minimum length of waves in meters. This is either the upper or the lower wavelength bound.
waveLengthMax (wlx) float4.0outputinputconnectablestorablekeyable
WaveLengthMax controls the maximum length of waves in meters. This is either the upper or the lower wavelength bound.
waveHeight (wh) compoundn/aarrayoutputinputconnectablestorablekeyable
WaveHeight controls the size of waves relative to their wave length. If the value is 1.0, then the waves are half as tall as they are long. The left edge of the graph represents waves with the shortest wavelengths and the right edge represents waves with the longest wavelengths( as determined by WaveLengthMin and waveLengthMax) If the graph is a horizontal line, then all waves will exactly the same height proportional to their length.
waveHeight_Position (whp) float0.0outputinputconnectablestorablekeyable
Position of ramp value on normalized 0-1 scale
waveHeight_FloatValue (whfv) float0.0outputinputconnectablestorablekeyable
Ramp value at the sibling position
waveHeight_Interp (whi) enum0outputinputconnectablestorablekeyable
Ramp Interpolation controls the way the intermediate values are calculated. The values are:
    None: No interpolation is done; the different colors just show up as different bands in the final texture.

    Linear: The values are interpolated linearly in RGB color space.

    Smooth: The values are interpolated along a bell curve, so that each color on the ramp dominates the region around it, then blends quickly to the next color.

    Spline: The values are interpolated with a spline curve, taking neighboring indices into account for greater smoothness.

waveTurbulence (wtb) compoundn/aarrayoutputinputconnectablestorablekeyable
WaveTurbulence controls the amount of turbulence at different wave frequencies. For values of 1.0 the wave motion will be completely turbulent at the defined frequency. The left edge of the graph represents waves with the shortest wavelengths and the right edge represents waves with the longest wavelengths( as determined by WaveLengthMin and waveLengthMax) For each wave frequency, the turbulence wave component consists of multiple sine waves at that frequency. This is the most computationaly expensive attribute. Making it zero will speed up renders significantly, although it is important for simulations of stormy or windy water. The peaking parameter only affects the turbulent wave layer, so there will be no affect from the peaking parameter wherever this value is zero.
waveTurbulence_Position (wtbp) float0.0outputinputconnectablestorablekeyable
Position of ramp value on normalized 0-1 scale
waveTurbulence_FloatValue (wtbfv) float0.0outputinputconnectablestorablekeyable
Ramp value at the sibling position
waveTurbulence_Interp (wtbi) enum0outputinputconnectablestorablekeyable
Ramp Interpolation controls the way the intermediate values are calculated. The values are:
    None: No interpolation is done; the different colors just show up as different bands in the final texture.

    Linear: The values are interpolated linearly in RGB color space.

    Smooth: The values are interpolated along a bell curve, so that each color on the ramp dominates the region around it, then blends quickly to the next color.

    Spline: The values are interpolated with a spline curve, taking neighboring indices into account for greater smoothness.

wavePeaking (wp) compoundn/aarrayoutputinputconnectablestorablekeyable
WavePeaking controls the amount of crest formation for waves across the range of wave frequencies. This simulates a side to side sloshing of waves, as opposed to up-down motion. When this parameter is non-zero many more evaluations of the noise function are performed, and thus the computation speed will be affected. Also the waveTurbulence function must be non-zero for this parameter to have an effects, as it is only applied to the turbulent waves.
wavePeaking_Position (wpp) float0.0outputinputconnectablestorablekeyable
Position of ramp value on normalized 0-1 scale
wavePeaking_FloatValue (wpfv) float0.0outputinputconnectablestorablekeyable
Ramp value at the sibling position
wavePeaking_Interp (wpi) enum0outputinputconnectablestorablekeyable
Ramp Interpolation controls the way the intermediate values are calculated. The values are:
    None: No interpolation is done; the different colors just show up as different bands in the final texture.

    Linear: The values are interpolated linearly in RGB color space.

    Smooth: The values are interpolated along a bell curve, so that each color on the ramp dominates the region around it, then blends quickly to the next color.

    Spline: The values are interpolated with a spline curve, taking neighboring indices into account for greater smoothness.

waveHeightOffset (who) float0.0outputinputconnectablestorablekeyable
WaveHeightOffset is a simple offset on the overall displacement of the ocean. When textured this is useful for adding custom waves and boat wakes.
troughShadowing (tsh) float0.5outputinputconnectablestorablekeyable
TroughShadowing darkens the diffuse color in the wave troughs. This can simulate certain lighting conditions where wave peaks are brighter, scattering light. This works well when the wave color is in a blue-green range.
foamColor (fc) float3outputinputconnectablestorable
Foam Color determines the color of the foam layer. Part of the simulated foam may be considered submerged, in which case the color is blended with the material color.
foamColorR (fcr) float1.0outputinputconnectablestorablekeyable
foamColor red value
foamColorG (fcg) float1.0outputinputconnectablestorablekeyable
foamColor green value
foamColorB (fcb) float1.0outputinputconnectablestorablekeyable
foamColor blue value
foamEmission (fme) float0.0outputinputconnectablestorablekeyable
FoamEmission Controls density of foam generated above the foam threshold. The foam value is output to the outFoam attribute, which can be used to define opacity of a layered foam shader.
foamThreshold (fmt) float0.51outputinputconnectablestorablekeyable
FoamThreshold Controls the wave amplitude required to generate foam as well as how long the foam lasts.
foamOffset (fmo) float0.0outputinputconnectablestorablekeyable
FoamOffset simply adds a uniform foam everywhere. It is useful when one needs to add a custom foam texture.
outFoam (ofm) float0.0outputconnectable
Out Foam is the output foam density value computed by the texture. Use this value to control the density of a layered foam shader. If applied to transparency, the value should be first inverted.
displacement (d) float0.0outputinputconnectablestorable
Out Displacement is the relative output height of the waves computed by the shader. The value of zero represents sealevel. It should typically be plugged into the displacement shader.
bumpBlur (bbl) float0.1outputinputconnectablestorablekeyable
Bump Blur determines the separation of samples(relative to the smallest wavelength) used in computing the bumped normal for shading. Larger values have the effect of making small waves and peaks smoother.
horizonFilter (hft) float1.0outputinputconnectablestorablekeyable
Horizon Filter smooths the ocean near the horizon so that lower antialiasing levels may be used. This help avoids chatter along the horizon. The bump blur is increased for oblique distant samples.
waveSpeed (wvs) float1.0outputinputconnectablestorable
Wave Speed determines how fast waves move. It scales the input time used to determine wave movement. At the default value of 1.0 it creates the correct speeds for open ocean waves at the scale determined by the Maya units and the oceanShader scale parameter. Thus if the scale is 10 and the wave speed 1, 1 unit will represent 10 meters and the waves should move at the correct speed. To freeze the waves make the speed zero. If you wish the speed to change over time this parameter will not work. One needs to change the animation on the time attribute instead.
refPointCamera (rpc) float30.0, 0.0, 0.0outputinputconnectablehidden
The current reference sample point that has to be shaded
refPointCameraX (rcx) float0.0outputinputconnectablehidden
The x component of the current sample position
refPointCameraY (rcy) float0.0outputinputconnectablehidden
The y component of the current sample position
refPointCameraZ (rcz) float0.0outputinputconnectablehidden
The z component of the current sample position
miRefractionBlur (mirfb) float0outputinputconnectablestorable
Enable refraction blur by shooting more refraction rays. Blurry refractions require supersampling because a ray's direction is not exactly determined anymore. It may deviate (randomly) from the perfect specular direction, within the bounds specified by miRefractionBlur (in angle). A value of zero implies a perfectly specular interaction, a value of 90 a perfectly diffuse reflection or refraction. Values of 10 to 30 are a good starting point
miRefractionRays (mirfr) short1outputinputconnectablestorable
Number of refraction rays to use for blurring. miRefractionRays specifies number of rays to use to sample the random deviation. In general more rays are required for more blurry reflections or refractions. Other sampling parameters also affect this setting: per-object samples and the Render Settings sample setting supersample in image space. If you increase any of these two settings, you may be able to reduce the number of rays without loss of quality, but significant performance gain.
miReflectionBlur (mircb) float0outputinputconnectablestorable
Enable reflection blur by shooting more reflection rays. Blurry reflections require supersampling because a ray's direction is not exactly determined anymore. It may deviate (randomly) from the perfect specular direction, within the bounds specified by miReflectionBlur (in angle). A value of zero implies a perfectly specular interaction, a value of 90 a perfectly diffuse reflection or refraction. Values of 10 to 30 are a good starting point
miReflectionRays (mircr) short1outputinputconnectablestorable
Number of reflection rays to use for blurring. miReflectionRays specifies number of rays to use to sample the random deviation. In general more rays are required for more blurry reflections or refractions. Other sampling parameters also affect this setting: per-object samples and the Render Settings sample setting supersample in image space. If you increase any of these two settings, you may be able to reduce the number of rays without loss of quality, but significant performance gain.
miIrradiance (mii) float3outputinputconnectablestorable
Port to map indirect illumination from a texture instead of computing it.
miIrradianceR (miir) float0outputinputconnectablestorable
Red component.
miIrradianceG (miig) float0outputinputconnectablestorable
Green component.
miIrradianceB (miib) float0outputinputconnectablestorable
Blue component.
miIrradianceColor (miic) float3outputinputconnectablestorable
Scale the indirect illumination by this color before applying.
miIrradianceColorR (miicr) float1outputinputconnectablestorable
Red component.
miIrradianceColorG (miicg) float1outputinputconnectablestorable
Green component.
miIrradianceColorB (miicb) float1outputinputconnectablestorable
Blue component.
miDeriveFromMaya (mifm) booltrueoutputinputconnectablestorable
Derive photon shader parameters from the shading node if enabled, otherwise use explicit mental ray attributes.
miShinyness (mis) float10outputinputconnectablestorable
Photon shader shinyness parameter to control glossy reflection and refraction.
miSpecularColor (misc) float3outputinputconnectablestorable
Photon shader specular color parameter.
miSpecularColorR (miscr) float0.5outputinputconnectablestorable
Red component.
miSpecularColorG (miscg) float0.5outputinputconnectablestorable
Green component.
miSpecularColorB (miscb) float0.5outputinputconnectablestorable
Blue component.
miReflectivity (mirf) float0.5outputinputconnectablestorable
Photon shader reflectivity parameter.
miRefractiveIndex (miri) float1outputinputconnectablestorable
Photon shader index-of-refraction parameter.
miRefractions (mirc) booltrueoutputinputconnectablestorable
Photon shader refractions parameter.
miAbsorbs (miab) booltrueoutputinputconnectablestorable
Photon shader absorption parameter.
miDiffuse (midc) float0.8outputinputconnectablestorable
Photon shader diffuse parameter.
miColor (mic) float3outputinputconnectablestorable
Photon shader base color parameter.
miColorR (micr) float0.5outputinputconnectablestorable
Red component.
miColorG (micg) float0.5outputinputconnectablestorable
Green component.
miColorB (micb) float0.5outputinputconnectablestorable
Blue component.
miTransparency (mit) float3outputinputconnectablestorable
Photon shader transparency parameter.
miTransparencyR (mitr) float0outputinputconnectablestorable
Red component.
miTransparencyG (mitg) float0outputinputconnectablestorable
Green component.
miTransparencyB (mitb) float0outputinputconnectablestorable
Blue component.
miTranslucence (mitc) float0outputinputconnectablestorable
Photon shader translucency parameter.
miTranslucenceFocus (mitf) float0.5outputinputconnectablestorable
Photon shader translucence focus parameter.
miNormalCamera (minc) float3outputinputconnectablestorable
Port to connect bump node for photon shader.
miNormalCameraX (mincx) float0outputinputconnectablestorable
X component.
miNormalCameraY (mincy) float0outputinputconnectablestorable
Y component.
miNormalCameraZ (mincz) float0outputinputconnectablestorable
Z component.
miFrameBufferWriteOperation (mifo) enum1outputinputconnectablestorable
Operation to use when writing shader results to frame buffers
miFrameBufferWriteFlags (mifl) integer0outputinputconnectablestorable
Bitfield of flags for write operation. Currently only the first bit has any affect. It sets the shader to use the scale factor parameter when writing to frame buffers.
miFrameBufferWriteFactor (miff) float1.0outputinputconnectablestorable
Scale factor for frame buffer write operation