@equinor/videx-3d
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    Variable OceanConst

    Ocean: ForwardRefExoticComponent<
        CommonComponentProps & CustomMaterialProps & {
            amplitude?: number;
            bedGeometry?: BufferGeometry<
                NormalBufferAttributes,
                BufferGeometryEventMap,
            >;
            bedVisible?: boolean;
            bodyFogDensity?: number;
            bodyGeometry?: BufferGeometry<
                NormalBufferAttributes,
                BufferGeometryEventMap,
            >;
            bodyMaxOpacity?: number;
            bodyShimmer?: number;
            bodyVisible?: boolean;
            children?: ReactNode;
            deepColor?: string;
            detailOctaves?: number;
            detailScale?: number;
            detailStrength?: number;
            directionalSpread?: number;
            displacement?: boolean;
            foamAmount?: number;
            foamColor?: string;
            fresnelPower?: number;
            geometry: BufferGeometry;
            horizonColor?: string;
            opacity?: number;
            reflectionIntensity?: number;
            seaBedColor?: string;
            seaBedDuneDirection?: Vec2;
            seaBedDuneSharpness?: number;
            seaBedDuneStrength?: number;
            seaBedDuneWavelength?: number;
            seaBedOpacity?: number;
            seaBedWaterTint?: number;
            shallowColor?: string;
            skyColor?: string;
            steepness?: number;
            sunColor?: string;
            sunDirection?: Vec3;
            sunShininess?: number;
            surfaceVisible?: boolean;
            tonalColor?: string;
            tonalScale?: number;
            tonalSharpness?: number;
            tonalVariation?: number;
            waterOpacity?: number;
            waveCount?: number;
            windDirection?: Vec2;
            windSpeed?: number;
            wireframe?: boolean;
        } & RefAttributes<Group<Object3DEventMap>>,
    > = ...

    Stylized animated ocean surface.

    Renders the provided geometry as a procedurally animated, OIT-compatible water surface. The wave field is sampled from a North-Sea JONSWAP spectrum driven by the wind speed (m/s); the visible waves are reconstructed per-pixel as surface normals (plus a fine micro-ripple layer up close), all evaluated in world X/Z space so the pattern is continuous across tiled patches with no repeating texture assets. Level-of-detail uses per-wave footprint anti-aliasing, so there is no visible LOD ring. Transparency is Fresnel-driven (see-through looking down, reflective at grazing angles) and composites correctly with the other transparent subsurface geometry through the OITRenderPass.

    <Ocean geometry={planeGeometry} windDirection={[1, 0.3]} windSpeed={10} />