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Oceanology NextGen - Surface

🎨 Visual Appearance
🌊 Water Rendering
💎 Materials

Configure water surface rendering including scattering, caustics, refraction, and reflections.


Prerequisites​

RequirementDetails
EngineUE5.x (latest release)
PluginOceanology NextGen installed and configured
SceneWater body placed in your level
SkillsBasic material and rendering familiarity
About Surface Rendering

Surface settings control visual appearance: scattering, caustics, refraction, and normal calculation. Configure directly on the OceanologyInfiniteOcean actor.


Step-by-step​

1. Configure Surface Scattering parameters

Select the OceanologyInfiniteOcean actor in the Outliner. In the Details panel, expand the Surface category, then expand Surface Scattering.

Surface Scattering controls how light interacts with and scatters through the water volume:

  • DeepAbsorptionCoefficient - Controls light absorption at depth. Higher values create darker deep water. Default: 7.0.
  • PhaseGHigh - Phase function parameter for forward scattering in bright areas. Default: 0.1.
  • PhaseGLow - Phase function parameter for backscattering. Default: 0.75.
  • ShallowAbsorptionCoefficient - Controls light absorption in shallow areas. Default: 100.0.
  • SoftenEdges - Softens the transition at water edges. Default: 200.0.
  • SurfaceScatteringExponential - Exponential falloff for surface scattering. Default: 8.0.
  • WaterFresnelExponent - Controls the Fresnel reflection curve steepness. Default: 10.0.
  • WaterFresnelRoughness - Roughness applied to Fresnel reflections. Default: 0.15.
  • WaterFresnelSpecular - Specular intensity for Fresnel reflections. Default: 1.0.
  • WaterRoughness - Overall surface roughness. Default: 0.1.
  • WaterSpecular - Base specular intensity. Default: 0.05.
  • Absorption - Color gradient defining light absorption tint.
  • DeepScatteringColor - Color of light scattered in deep water areas.
  • ShallowScatteringColor - Color of light scattered in shallow water areas.

Caustics settings are also visible in this panel:

  • FadeDistance - Distance over which caustics fade out. Default: 1.0.
  • MultiplyRefraction - Multiplier for caustic refraction intensity. Default: 1.333.

Surface Scattering and Caustics settings

2. Configure Refraction and Normal Calculation

Scroll down in the Surface category to find the Refraction and Normal Calculation subcategories.

Refraction controls how light bends when passing through the water surface:

  • CriticalAngleBendWidth - Width of the critical angle bend effect. Default: -0.75.
  • CriticalAngleDot - Dot product threshold for critical angle. Default: 0.225.
  • CriticalAngleWidth - Width of the critical angle zone. Default: 0.01.
  • LipRefraction - Refraction intensity at the water lip/edge. Default: 0.95.
  • RefractionBottomAmount - Amount of refraction applied to the bottom. Default: 1.0.
  • RefractionDownsampleFactor - Downsampling factor for refraction calculations (performance optimization). Default: 2.0.
  • WaterRefractionFar - Refraction index for distant water. Default: 1.02.
  • WaterRefractionNear - Refraction index for near water. Default: 1.033.

Normal Calculation contains three subcategories:

Horizon Correction:

  • HorizonCorrectionNormalIntensity - Intensity of normal correction at the horizon. Default: 1.0.

Flipbook:

  • DistantWaterScale - Scale of the distant water normal flipbook. Default: 32.0.
  • FrameRateFar - Frame rate for distant water animation. Default: 30.0.
  • T_FarNormalWater - Normal texture used for distant water. Default: T_FFTNormal02.

Compute Normals:

  • HorizonCorrectionNormalIntensity - Normal intensity correction at horizon. Default: 1.0.
  • NormalBlendDistance - Distance over which normals blend. Default: 25000.0.
  • NormalBlendFall - Falloff for normal blending. Default: 1000.0.

Refraction and Normal Calculation settings

3. Configure Camera Offset

Continue scrolling in the Surface category to find the Camera subcategory with Camera Offset settings.

These settings control how the surface rendering adjusts based on camera position:

  • CameraOffset - Enable or disable camera-based offset adjustments. Default: ✅ Enabled.
  • TransitionFalloff - Falloff distance for the camera transition effect. Default: 2500.0.
  • TransitionThreshold - Threshold distance at which the transition begins. Default: 1000.0.

Camera Offset is useful for preventing z-fighting and ensuring smooth transitions when the camera moves close to or through the water surface.

Camera Offset settings

4. Visual result of Surface configuration

With the Surface parameters properly configured, your ocean will display realistic light scattering, refraction, and caustic effects.

The image below shows an example of a fully configured ocean surface with proper scattering colors, Fresnel reflections, and wave detail visible from the horizon to the foreground.

Ocean surface visual result


Parameter Quick Reference​

Surface Scattering​

ParameterDefaultDescription
DeepAbsorptionCoefficient7.0Light absorption at depth
PhaseGHigh0.1Forward scattering phase
PhaseGLow0.75Backscattering phase
ShallowAbsorptionCoefficient100.0Light absorption in shallows
SoftenEdges200.0Edge transition softness
SurfaceScatteringExponential8.0Scattering exponential falloff
WaterFresnelExponent10.0Fresnel curve steepness
WaterFresnelRoughness0.15Fresnel reflection roughness
WaterFresnelSpecular1.0Fresnel specular intensity
WaterRoughness0.1Overall surface roughness
WaterSpecular0.05Base specular intensity

Caustics​

ParameterDefaultDescription
FadeDistance1.0Caustics fade distance
MultiplyRefraction1.333Caustic refraction multiplier

Refraction​

ParameterDefaultDescription
CriticalAngleBendWidth-0.75Critical angle bend width
CriticalAngleDot0.225Critical angle dot threshold
CriticalAngleWidth0.01Critical angle zone width
LipRefraction0.95Edge refraction intensity
RefractionBottomAmount1.0Bottom refraction amount
RefractionDownsampleFactor2.0Performance downsample factor
WaterRefractionFar1.02Distant refraction index
WaterRefractionNear1.033Near refraction index

Normal Calculation​

ParameterDefaultDescription
HorizonCorrectionNormalIntensity1.0Horizon normal correction
DistantWaterScale32.0Distant normal texture scale
FrameRateFar30.0Distant animation frame rate
NormalBlendDistance25000.0Normal blend distance
NormalBlendFall1000.0Normal blend falloff

Camera​

ParameterDefaultDescription
CameraOffset✅ EnabledEnable camera offset
TransitionFalloff2500.0Transition falloff distance
TransitionThreshold1000.0Transition start threshold

Troubleshooting Common Issues​

ProblemLikely CauseSolution
Water appears too darkDeepAbsorptionCoefficient too highReduce DeepAbsorptionCoefficient value
No visible reflectionsWaterFresnelSpecular too lowIncrease WaterFresnelSpecular or WaterFresnelExponent
Harsh water edgesSoftenEdges too lowIncrease SoftenEdges value
Refraction looks wrongWaterRefractionNear/Far mismatchAdjust refraction indices (typical range 1.0-1.1)
Caustics too intenseMultiplyRefraction too highReduce MultiplyRefraction value
Z-fighting near cameraCameraOffset disabledEnable CameraOffset checkbox
Horizon normals look flatHorizonCorrectionNormalIntensity too lowIncrease horizon correction intensity
Performance issuesRefractionDownsampleFactor too lowIncrease downsample factor (2.0 or higher)

Summary​

In this guide, you learned how to:

  1. Configure Surface Scattering - Control light absorption, phase functions, Fresnel reflections, and scattering colors for realistic water appearance.
  2. Adjust Caustics - Fine-tune caustic fade distance and refraction intensity.
  3. Set up Refraction - Configure critical angle parameters and refraction indices for accurate light bending.
  4. Configure Normal Calculation - Set up horizon correction, flipbook normals, and normal blending for detailed wave surfaces.
  5. Enable Camera Offset - Prevent z-fighting and ensure smooth camera transitions near the water surface.

With this knowledge, you can now customize the visual appearance of your ocean to match your project's artistic direction and performance requirements.