Build an ocean box volume for a more complete water emulation. Returns three
separate geometries so each can be rendered as its own mesh and routed
independently through transparency / OIT:
surface — the top face (y = 0, normal +Y), tessellated for the waves.
body — the four side walls (outward normals); render with a
double-sided volume material so the interior reads as a tinted water body.
bed — the bottom face, displaced to a procedurally varying depth
between waterDepth - depthVariation and waterDepth + depthVariation
(default 100–200 m), with normals following the bed slope.
Pair with <Ocean> by passing geometry={box.surface} plus
bodyGeometry={box.body} and bedGeometry={box.bed}.
Build an ocean box volume for a more complete water emulation. Returns three separate geometries so each can be rendered as its own mesh and routed independently through transparency / OIT:
waterDepth - depthVariationandwaterDepth + depthVariation(default 100–200 m), with normals following the bed slope.Pair with
<Ocean>by passinggeometry={box.surface}plusbodyGeometry={box.body}andbedGeometry={box.bed}.