Skip to content

Water

PPG can generate planetary water meshes and drive a Niagara ocean wave simulation.

Enabling Water

In the Planet Data Asset, enable:

Generate Water

Then assign:

  • Water Material
  • Far Water Material
  • optional Water Simulation Data
  • Recursion Level For Material Change

The spawner controls runtime water generation and simulation behavior.

Spawner Water Settings

Setting Description
Enable Niagara Wave Simulation Starts or stops the Niagara wave simulation component.
Max Recursion Water Tessellation Water quads per edge for chunks at maximum terrain recursion level.
Far Water Tessellation Water quads per edge for chunks below maximum terrain recursion level.
Generate Custom Depth Water Coverage Generates hidden custom-depth water coverage for underwater post processing.
Custom Depth Water Resolution Percent Tessellation scale for custom-depth-only water coverage.
Custom Depth Water Material Material used by custom-depth-only water chunks.
Generate Water Skirts Adds inward radial skirts to hide cracks between water chunks.
Water Skirt Length Scale Skirt length as a fraction of chunk size.

Water Simulation Data

Water Simulation Data Asset stores parameters uploaded to the Niagara water simulation. It does not store render target bindings.

Notable groups:

  • Water|Per Cascade: amplitude, choppiness, patch length, cutoffs, wind tighten
  • Water|Foam: injection, threshold, fade, blur
  • Water|Wind: wind speed and direction
  • Water|Roughness: roughness power and sample count
  • Water|Misc: repeat period and gravity

The ocean simulation is based on Epic's Ocean Simulation community tutorial. That tutorial is also a useful reference for what the simulation parameters mean.

Water Material Nodes

PPG includes water-specific material expressions:

  • Planetary Water Shading
  • Planetary Underwater Post Process

Use these in water and post-process materials when you need physically motivated scattering, absorption, horizon-aware lighting, and underwater color attenuation.

Planetary ocean water surface

Underwater post-process effect