There are a small number of parameters that control the construction of the water shape and geometry. All the information is in tooltips under Water Renderer ‣ Level of Detail.

There are a few important things to note:

  • Resolution will apply to each simulation, unless they override it (some will by default).

  • Mesh density is based on both Resolution and Geometry Down Sample Factor. The latter is applied after the former. Increasing Resolution will increase density, and increasing Geometry Down Sample Factor will decrease density.

  • Please see Multiple Viewpoints for more information for Center of Detail ‣ Multiple Viewpoints.

Multiple Viewpoints

Preview

This feature is in preview and may be subject to changes or needs refinement.

A viewpoint is not the same thing as a camera. A viewpoint is a center of detail, which is typically rendered at the camera’s position. Crest will render features like underwater based on the camera, but the surface is rendered based on the viewpoint.

Crest’s LOD system can support multiple viewpoints. This needs to be enabled with Water Renderer ‣ Level of Detail ‣ Center of Detail ‣ Multiple Viewpoints.

The LOD system will now render in the camera loop, per-camera. By default, all cameras not tagged as MainCamera are excluded as viewpoints. Multiple cameras can be tagged as MainCamera, but this may cause problems, as it is expected for only one camera to be the main camera. Managing the exclusion list can be done at: Water Renderer ‣ Level of Detail ‣ Center of Detail ‣ Camera Exclusions.

If Non Main Camera is remove from the exclusions, then any game camera which has the Water layer in its culling mask will have its own viewpoint.

Adding a Water Camera component alongside the Camera component will bypass the exclusions and mark the camera for having its own viewpoint.

There is also an option to keep viewpoints updated in the background (Water Renderer ‣ Level of Detail ‣ Center of Detail ‣ Data Background Mode) - even when the camera is no longer rendering. Typically, this should not be required, but there are cases where you may want the viewpoint primed like when switching multiple cameras which are far enough apart.