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AVEVA™ XR Studio

Ocean

  • Last UpdatedNov 25, 2025
  • 8 minute read

The Ocean node can be used to create a realistic representation of an infinite water surface.

The water representation includes sky and sun reflection. For this reason, the Ocean node needs to be coupled to a corresponding SkyDome node. If it is not coupled, the aspect of the water will not be correct as some data aspects will be missing.

Limitations

The current limitations of the Ocean node are:

  • Ocean is opaque; it is not possible to see through it.

  • Ocean does not accept shadows.

Platform support

This node is supported on XR-Windows platform only.

It's important to note that the Ocean node is supported only in FGI-based rendering pipelines.

XR-WIN

XR-P-WIN

XR-P-IOS

XR-P-AND

XR-P-WASM

Full support

No support

No support

No support

No support

Full support

No support

No support

No support

No support

Ocean presets

Managing Ocean settings can be complicated because there are many parameters and correlations. For this reason, the Ocean node comes with four different presets.

  • Calm

  • Normal

  • Waves

  • Big waves

The user can select a preset mode using the presets field.

Custom settings

By selecting the custom value for the presets field, the ocean starts with the last selected preset mode and allows the user to manage settings manually inside the Graphic Context Editor of XR Studio.

Achieving good results requires a deep understanding of the underlaying functionalities.

Ocean functions

Functions are grouped into five main groups of properties:

  • Ocean Colors. Manipulates the coloring of the water.

  • Ocean Geometry. Customizes the ocean surface geometry.

  • Ocean Local Simulation. Customizes the local ocean behavior.

  • Ocean Main Simulation. Customizes the main ocean behavior.

  • Ocean Rendering. Customizes the rendering of the ocean surface using different textures or shader-related settings.

Ocean fields

These are the fields for Ocean node. Only the node-specific fields are indicated, not fields obtained by inheritance.

Field inheritance: NodeBase > Ocean

Default values refer to the Waves preset.

Field

Type

Use

Default Value

Description

beckmannRoughness

sfloat

Optional

0.00001

The Beckmann roughness model is based on an isotropic gaussian distribution of slopes. Its roughness parameter corresponds to the standard deviation (RMS) of the slope. A value of zero corresponds to a perfectly smooth specular surface.

foamBubblesTexture

sstring

Optional

waveworks_foam_bubbles_bc4.dds

The texture used to draw foam bubbles.

foamColor

svec3

Optional

0.9 0.9 0.9

The foam color.

foamIntensityTexture

sstring

Optional

waveworks_foam_intensity_bc4.dds

The texture used to map the foam intensity.

foamUnderwaterColor

svec3

Optional

0.6 0.6 0.6

The foam underwater color.

geometry_cellCount

sint

Optional

16

The number of cells in the geometry patches along the X and Y axes. 

geometry_generateDiamondPattern

sbool

Optional

false

The flag that defines whether cell diagonals should be uniform or alternating (forming a diamond pattern).

geometry_geomorphingDegree

sfloat

Optional

1

The degree of geomorphing to use in the range [0,1].

geometry_maxEdgeLength

sfloat

Optional

5

The upper limit of the length, in pixels, that an edge of triangle of the generated geometry can cover in screen space. 

geometry_maxLODNumber

sint

Optional

11

The LOD of the root node patches used to build quadtree.

geometry_meanSeaLevel

sfloat

Optional

0

The mean ocean level, in meters. It is used internally for culling the quadtree nodes against view frustum.

geometry_minPatchLength

sfloat

Optional

25

The size of the smallest geometry patch representing quadtree node in world space, in meters (the size of a finest LOD patch).

localSim_amplitudeMultiplier

sfloat

Optional

1

Amplitude scale factor for simulated wave amplitude.

localSim_foam_dissipationSpeed

sfloat

Optional

0.3

The speed of spatial dissipation of turbulent energy. The range is [0, 1]. The typical values are in the [0.5, 1] range.

localSim_foam_falloffSpeed

sfloat

Optional

0.6

In addition to spatial dissipation, the turbulent energy dissolves over time. This parameter sets the speed of dissolving over time. The range is [0, 1]. The typical values are in [0.9, 0.99] range.

localSim_foam_generationAmount

sfloat

Optional

0.2

The foam_generation_threshold. The range is [0, 1]. The typical values are [0, 0.1] range.

localSim_foam_generationThreshold

sfloat

Optional

0.6

The turbulent energy representing foam and bubbles spread in water starts generating on the crests of the waves if Jacobian of wave curvature gets higher than this threshold. The range is [0, 1]. The typical values are in [0.2, 0.4] range.

localSim_foam_whitecapsThreshold

sfloat

Optional

0.3

The crests of the waves become covered with foam if Jacobian of wave curvature gets higher than this threshold. The range is [0, 1].

localSim_lateralMultiplier

sfloat

Optional

1

In addition to height displacements, the simulation also applies to lateral displacements. This controls the non-linearity and therefore 'choppiness' in the resulting wave shapes. The range is [0, 1]. Should typically be set to 1.0.

localSim_simulationAPI

sint

Optional

gpu

This parameter determines whether the simulation is performed on the GPU or CPU.

localSim_simulationDomainCenter

svec2

Optional

0 0

The coordinates of the center of the simulation domain on horizontal plane, in meters.

localSim_simulationDomainGridSize

sint

Optional

512

The size of the simulation grid, in cells.

localSim_simulationDomainSize

sfloat

Optional

200

 The size of the simulation domain, in meters.

mainSim_baseWind_amplitudeMultiplier

sfloat

Optional

1

The amplitude scale factor for simulated wave amplitude.

mainSim_baseWind_direction

sfloat

Optional

0

The direction of the wind inducing the local waves.

mainSim_baseWind_distance

sfloat

Optional

0.1

The distance over which the wind was blowing at speed defined by parameter above to develop waves, or fetch parameter in JONSWAP spectrum, in km.

mainSim_baseWind_smallWavesCutoffLength

sfloat

Optional

0

The simulation spectrum can be low-pass filtered to eliminate wavelengths that could end up under-sampled. This controls the upper limit of wavelengths (in meters) that are considered small.

mainSim_baseWind_smallWavesCutoffPower

sfloat

Optional

0

The simulation spectrum can be low-pass filtered to eliminate wavelengths that could end up under-sampled. This controls how much the small waves are damped, in [0, 1] range.

mainSim_baseWind_spectrumPeaking

sfloat

Optional

3.3

The factor that defines amplification of dominant wavelength's peak in JONSWAP spectrum. Typical values are in the [3.3, 7] range.

mainSim_baseWind_speed

sfloat

Optional

4.7

The speed of the wind inducing the waves.

mainSim_baseWind_windDependency

sfloat

Optional

1

The degree to which waves appear to move in the wind direction (as opposed to randomly moving waves). Values in the [0, 1] range.

mainSim_detailLevel

sint

Optional

high

The detail level of the simulation. This drives the resolution of the FFT.

mainSim_foam_dissipationSpeed

sfloat

Optional

0.6

The speed of spatial dissipation of turbulent energy. The range is [0, 1]. The typical values are in [0.5, 1] range.

mainSim_foam_falloffSpeed

sfloat

Optional

0.985

In addition to spatial dissipation, the turbulent energy dissolves over time. This parameter sets the speed of dissolving over time. The range is [0, 1]. The typical values are in [0.9, 0.99] range.

mainSim_foam_generationAmount

sfloat

Optional

0.12

The foam generation threshold. The range is [0, 1]. The typical values are [0, 0.1] range.

mainSim_foam_generationThreshold

sfloat

Optional

0.37

The turbulent energy representing foam and bubbles spread in water starts generating on the crests of the waves if Jacobian of wave curvature gets higher than this threshold. The range is [0, 1]. The typical values are in [0.2, 0.4] range.

mainSim_foam_whitecapsThreshold

sfloat

Optional

0.5

The crests of the waves become covered with foam if Jacobian of wave curvature gets higher than this threshold. The range is [0, 1].

mainSim_lateralMultiplier

sfloat

Optional

1

In addition to height displacement, the simulation also applies lateral displacements. This controls the non-linearity and therefore 'choppiness' in the resulting wave shapes. The range is [0, 1]. Typically set to 1.0.

mainSim_simulationAPI

sint

Optional

gpu

This parameter determines whether the simulation is peformed on the GPU or CPU.

mainSim_simulationPeriod

sfloat

Optional

1000

The repeat interval for the FFT simulation in worldspace, in meters.

mainSim_swellWind_amplitudeMultiplier

sfloat

Optional

1

Amplitude scale factor for simulated wave amplitude.

mainSim_swellWind_direction

sfloat

Optional

90

The direction of the distant wind inducing the swell.

mainSim_swellWind_distance

sfloat

Optional

1

The distance over which the wind was blowing at speed defined by parameter above to develop swell, or fetch parameter in JONSWAP spectrum, in km.

mainSim_swellWind_smallWavesCutoffLength

sfloat

Optional

1

The simulation spectrum can be low-pass filtered to eliminate wavelengths that could end up under-sampled, this controls upper limit of wavelengths (in meters) that are considered small.

mainSim_swellWind_smallWavesCutoffPower

sfloat

Optional

1

The simulation spectrum can be low-pass filtered to eliminate wavelengths that could end up under-sampled. This controls how much the small waves are damped. Values are in the [0, 1] range.

mainSim_swellWind_spectrumPeaking

sfloat

Optional

10

The factor that defines amplification of dominant swell wavelengths peak in JONSWAP spectrum. Typical values are in the [3.3, 7] range.

mainSim_swellWind_speed

sfloat

Optional

1.5

The speed of the wind inducing the swell.

mainSim_swellWind_windDependency

sfloat

Optional

520

The degree to which swell appears to move in the wind direction.

mainSim_timeScale

sfloat

Optional

1

The global time multiplier.

mainSim_useBeaufortScale

sbool

Optional

true

When set to true, the base_wind_speed will accept Beaufort scale value. Otherwise, in meters.

scale

sfloat

Optional

1

Scale of the final vertices (from meters to scene units).

skyName

sstring

Optional

Reference to a SkyDome node to be used for reflection and other rendering related calculations.

skyType

senum

Optional

skyDome

Specifies type of Sky to be used to perform reflection on the ocean. Currently, only accepts skyDome value.

specularLevel

sfloat

Optional

1

The level of specularity.

useMicrofacetFresnel

sbool

Optional

true

Includes fresnel calculation for microfacets.

useMicrofacetReflection

sbool

Optional

true

Includes fresnel calculation for microfacets.

useMicrofacetSpecular

sbool

Optional

true

Includes specular calculation for microfacets.

uvWarpingAmplitude

sfloat

Optional

0.03

These parameters define sinusoidal UV warping for individual cascades to hide repeats in certain cases. Unitless amplitude of sinusoidal distortion (as a fraction of cascade's UV units), should typically be in [0, 0.05] range.

uvWarpingFrequency

sfloat

Optional

2

Frequency for sinusoidal distortion. Typical values are in the [1,3] range.

waterDeepColor

svec3

Optional

0 0.2 0.4

The color of the deep water.

waterScatterColor

svec3

Optional

0 0.7 0.6

The color of scattered water.

waterScatterIntensity

svec2

Optional

0.01 0.02

The intensity of scatter.

waterShallowIntensity

svec2

Optional

0.02 0.02

The intensity of shallow.

windGustsTexture

sstring

Optional

waveworks_wind_gusts_bc4.dds

The texture used for the wind gusts effect on the water surface.

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