build Constructors 1

data_object Properties 37

Depth
float
Distance below the surface to the volume's bottom, in local inches. Changing depth preserves the water level and finite surface size.
DetailTimeOffset
Double
Detail-clock offset, preserving phase across material speed edits, swaps, cloning and serialization.
DetailTimeSpeed
float
The detail speed Sandbox.WaterBody.DetailTimeOffset was last corrected for; negative before the first.
Effects
bool
Emit splashes when objects enter or players move across the surface.
Material
Material
How the water looks: colour and opacity from above and below, roughness, detail normals, refraction and its fog, and the caustics it projects below. A material using the Water shader.
Ocean
bool
Extend the surface to the horizon without a boundary. The visible patch follows the viewing camera while the water plane and texture coordinates remain fixed in the world.
OverrideUnderwaterFogColor
bool
Tint underwater fog and the vignette with Sandbox.WaterBody.UnderwaterFogColor instead of the material's water fog colour, so the view below the surface can differ from the view down through it.
ReflectionEnvironment
EnvironmentMode
What the water reflects where the screen-space or planar reflection has nothing, and everywhere when screen-space reflections are off in the settings.
ReflectionEnvmap
Texture
Cubemap reflected by the Custom Cubemap environment. Use a filtered HDR cubemap with roughness mipmaps. Missing or invalid textures fall back to scene probes.
Reflections
ReflectionType
How the water reflects the scene. Either way the environment fills whatever the reflection can't see.
Size
Vector2
Width and length of the surface in local inches.
Underwater
bool
Apply this body's underwater fog, colour grading, vignette and blur beneath the rendered surface. Each camera selects its containing water body independently.
UnderwaterBlur
float
Blur of the view below the surface. Zero removes it.
UnderwaterColorGrade
float
How far the view below the surface is desaturated, darkened and given contrast. Zero removes the grade.
UnderwaterDistortion
float
Animated screen distortion while submerged, independent of surface refraction, clarity and fog. Zero leaves the underwater view undistorted.
UnderwaterDistortionSpeed
float
Screen distortion animation speed, independent of surface waves. Zero uses a stationary pattern. Changes preserve the current phase, including when stopping and resuming.
UnderwaterDistortionTimeOffset
Double
Distortion-clock offset, preserving phase across speed edits, cloning and serialization.
UnderwaterFogAttenuationDistance
float
Distance beyond the fog start that removes approximately 63 percent of background light, in world inches. Smaller values give denser fog, independently of the screen effects and surface opacity.
UnderwaterFogColor
Color
Tint of underwater fog and the vignette, when Sandbox.WaterBody.OverrideUnderwaterFogColor is on.
UnderwaterFogMaximumOpacity
float
Maximum fog coverage. Zero removes fog coverage without disabling the other underwater effects.
UnderwaterFogNearDistance
float
Clear distance before underwater fog starts, in world inches.
UnderwaterParticleColor
Color
Colour of suspended sediment, independent of the surface and fog colours.
UnderwaterParticleDensity
float
Density of shader-generated suspended sediment. Zero skips sediment rendering.
UnderwaterParticleDriftSpeed
float
Speed of each speck's independent wandering motion. Zero freezes the world-anchored field. Changing speed preserves the current positions, including when stopping and resuming.
UnderwaterParticleSizeRange
Vector2
Minimum and maximum diameters in world inches. Each speck keeps a stable random size in this range.
UnderwaterParticleTimeOffset
Double
Sediment-clock offset in seconds. Speed edits update it to preserve the current particle positions. Serialized with the body so copies and saved frozen fields retain their phase.
UnderwaterVignette
float
Darkening toward the screen's edges in the fog colour. Zero removes it.
UsesMeshBounds
bool
A mesh on this object sets the water's extent: its top is the surface, its footprint the size and, unless it is flat, its height the depth. Works with an editable mesh, or a mesh tied to the object in Hammer. In game the mesh is switched off, so it neither draws nor collides.
UsesMeshDepth
bool
The mesh also sets the depth, which a flat mesh leaves to Sandbox.WaterBody.Depth.
WaveDirection
float
Direction of the dominant swell, in degrees from local +X toward +Y. Shorter bands spread around this heading.
WaveHeight
float
How far the waves rise above and fall below the mean surface, in inches. Zero disables wave deformation.
WaveLength
float
Wavelength of the longest band in inches. The others are shorter multiples of it.
Waves
bool
Enable geometric surface waves without changing their saved settings.
WaveSpeed
float
Speed multiplier for swell propagation. One is normal speed; zero stops propagation. Changes preserve the current wave phase, including when stopping and resuming. Surface Detail has its own animation controls.
WaveSteepness
float
Sharpens crests and widens troughs independently of wave height. Zero gives rounded waves; one uses the full shared compression budget for the strongest chop without folding.
WaveTimeOffset
Double
Propagation-clock offset in seconds. Speed changes update it to preserve phase. Serialized with the water so clones and newly joined clients keep the same surface.
WaveWidth
float
Sideways scale of crest variation in inches, across WaveDirection. Smaller values give narrower, more frequent peaks along each crest; larger values give broader ridges.

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