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 MaterialFar 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 tightenWater|Foam: injection, threshold, fade, blurWater|Wind: wind speed and directionWater|Roughness: roughness power and sample countWater|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 ShadingPlanetary 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.

