World mutation
A number (range [0,15]). Used to set the CDOM. High concentrations produce yellow to yellow-brown colors, due to CDOM strongly absorbing blue wavelengths. Open oceans typically have little to no CDOM, and thus retain a blue appearance; fresh water sources, like rivers, tend to have higher concentrations.
World mutation
A number (range [0,300]). Used to set the suspended sediment. High concentrations produce red to red-brown colors, due to suspended sediment strongly absorbing blue and green wavelengths. Suspended sediment, like clay and silt, tend to be concentrated in rivers and can indicate recent floods or sources of pollution.
World mutation
A number (range [0,10]). Used to set the wave frequency. Determines how many waves there are per water block. Can also be thought of as the size of the waves. Larger values will create more tightly packed waves, whereas smaller values will spread waves out over a wider area.
World mutation
A number (range [0,2]). Used to set the wave frequency scaling. Specifies how much wave frequency changes between octaves. A value of 1 will result in no change between octaves. Values higher than 1 will cause frequencies to increase while values less than 1 will cause frequencies to decrease.
World mutation
A number (range [-1.0f, 1.0f]). Used to set the wave pull. Controls how much smaller waves are pulled into larger waves. A value of 0 results in no pull. Values larger than 0 will pull waves in a standard concave fashion, whereas values less than 0 will pull waves in a convex fashion, resulting in more pillowing waves as opposed to cresting waves.
World mutation
A number (range [0.0,2]). Used to set the wave speed scaling. Controls how much faster each subsequent octave moves. A value of 1 will result in no change between octaves. Values higher than 1 will cause speeds to increase while values less than 1 will cause speeds to decrease.
Used to affect water for Vibrant Visuals