1. What is hydrax?
Hydrax is an ogre add-on project that provides an easy-to-use library for rendering water.
It includes all the effects and is configurable, such as water depth, smooth conversion, blister effect, and corrosion effect, which can be selected in real time, and they do not rely on shaders such as RTT's texture quality, mesh size, grid complexity, Perlin Noise textures size, and hydrax components.
2. hydraxdemo. hdx Parameters
# Hydrax version field // hydrax version
Hydraxversion = 0.5.1
# Main options field // location
<Vector3> position =-5000x100x-5000 // (-5000,100,-5000)
<Float> planeserror = 10.5 // Error
# Shader mode: 0 = HLSL, 1 = CG, 2 = glsl // shadow mode (projection of the sky on the water surface)
<Int> shadermode = 1 // shadermode Selection
<Float> fullreflectiondistance = 1E + 011 // The farthest reflection distance.
<Float> globaltransparency = 0 // transparency
<Float> normaldistortion = 0.075 // closest reflection distance
<Vector3> watercolor = 0.139765x0.359464x0.425373 // water color
# Components field // scene composition Unit
Components = sun | foam | depth | smooth | caustics | underwater | underwaterreflections | underwatergodrays
# Sun parameters // sun Parameters
<Vector3> sunposition = 0x10000x0 // sun position
<Float> sunstrength = 1.75 // sunshine intensity ???? (I don't know what it is)
<Float> sunarea = 150 // sun size
<Vector3> suncolor = 1x0.9x0.6 // sunlight color
# Foam Parameters
<Float> foammaxdistance = 7.5e + 007
<Float> foamscale = 0.0075
<Float> foamstart = 0
<Float> foamtransparency = 1
# Depth Parameters
<Float> depthlimit = 90
# Smooth transitions Parameters
<Float> smoothpower = 5
# Caustics Parameters
<Float> causticsscale = 135
<Float> causticspower = 10.5
<Float> causticsend = 0.8
# God rays Parameters
<Vector3> godraysexposure = 0.76x2.46x2.29
<Float> godraysintensity = 0.015
<Float> godraysspeed = 5
<Int> godraysnumberofraid = 100
<Float> godraysrayssize = 0.03
<Bool> godraysintersections = false
# RTT quality field (0x0 = auto)
<Size> rtt_quality_reflection = 0x0
<Size> rtt_quality_refraction = 0x0
<Size> rtt_quality_depth = 0x0
<Size> rtt_quality_urdepth = 0x0
<Size> rtt_quality_gpunormalmap = 0x0
# Module options
Module = projectedgridvertex
<Float> pg_choopystrength = 3.75 // horizontal motion intensity
<Bool> pg_choppywaves = true
<Int> pg_complexity = 54 // grid size
<Float> pg_elevation = 50
<Bool> pg_forcerecalculategeometry = false
<Bool> pg_smooth = false
<Float> pg_strength = 35 // vertical motion intensity
# Noise options
Noise = Perlin
<Int> perlin_octaves = 8
<Float> perlin_scaling = 0.085
<Float> perline_falloff = 0.49
<Float> perlin_animspeed= 1.4
<Float> perlin_timemultiti = 1.27
<Float> perlin_gpu_strength = 2
<Vector3> perlin_gpu_lodparameters = 0.5x50x150000