• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 13:09
CEST 19:09
KST 02:09
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
Code S RO8 Preview: herO, Zoun, Bunny, Classic7Code S RO8 Preview: Rogue, GuMiho, Solar, Maru3BGE Stara Zagora 2025: Info & Preview27Code S RO12 Preview: GuMiho, Bunny, SHIN, ByuN3The Memories We Share - Facing the Final(?) GSL47
Community News
BGE Stara Zagora 2025 - Replay Pack2Weekly Cups (June 2-8): herO doubles down1[BSL20] ProLeague: Bracket Stage & Dates9GSL Ro4 and Finals moved to Sunday June 15th13Weekly Cups (May 27-June 1): ByuN goes back-to-back0
StarCraft 2
General
Jim claims he and Firefly were involved in match-fixing The SCII GOAT: A statistical Evaluation Code S RO8 Preview: herO, Zoun, Bunny, Classic DreamHack Dallas 2025 - Official Replay Pack BGE Stara Zagora 2025 - Replay Pack
Tourneys
[GSL 2025] Code S: Season 2 - Ro8 - Group A [GSL 2025] Code S: Season 2 - Ro8 - Group B RSL: Revival, a new crowdfunded tournament series SOOPer7s Showmatches 2025 Sparkling Tuna Cup - Weekly Open Tournament
Strategy
[G] Darkgrid Layout Simple Questions Simple Answers [G] PvT Cheese: 13 Gate Proxy Robo
Custom Maps
[UMS] Zillion Zerglings
External Content
Mutation # 477 Slow and Steady Mutation # 476 Charnel House Mutation # 475 Hard Target Mutation # 474 Futile Resistance
Brood War
General
BGH auto balance -> http://bghmmr.eu/ FlaSh Witnesses SCV Pull Off the Impossible vs Shu BW General Discussion StarCraft & BroodWar Campaign Speedrun Quest Will foreigners ever be able to challenge Koreans?
Tourneys
[ASL19] Grand Finals [BSL20] GosuLeague RO16 - Tue & Wed 20:00+CET NA Team League 6/8/2025 [Megathread] Daily Proleagues
Strategy
I am doing this better than progamers do. [G] How to get started on ladder as a new Z player
Other Games
General Games
Path of Exile Stormgate/Frost Giant Megathread Nintendo Switch Thread Beyond All Reason What do you want from future RTS games?
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread Vanilla Mini Mafia
Community
General
US Politics Mega-thread Things Aren’t Peaceful in Palestine UK Politics Mega-thread Russo-Ukrainian War Thread Vape Nation Thread
Fan Clubs
Maru Fan Club Serral Fan Club
Media & Entertainment
Korean Music Discussion [Manga] One Piece
Sports
TeamLiquid Health and Fitness Initiative For 2023 2024 - 2025 Football Thread Formula 1 Discussion NHL Playoffs 2024
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List
Blogs
A Better Routine For Progame…
TrAiDoS
StarCraft improvement
iopq
Heero Yuy & the Tax…
KrillinFromwales
I was completely wrong ab…
jameswatts
Need Your Help/Advice
Glider
Trip to the Zoo
micronesia
Customize Sidebar...

Website Feedback

Closed Threads



Active: 17487 users

[I] Water, Illustrated

Forum Index > SC2 Maps & Custom Games
Post a Reply
Namrufus
Profile Blog Joined August 2011
United States396 Posts
July 11 2012 04:07 GMT
#1
Illustrated Index of Editor Water Parameters

[image loading]
relevant information? perhaps.


0. Table of Contents


+ Show Spoiler [Table of Contents] +
0. Table of Contents
I. Introduction
II. How to use this index
III. The Index!

Type
Receive Shadows
CWater Lava Model
Color
Alpha
Height
Color Fall Off
Texture Roughness and Mesh Roughness
UVrotate, Flow Direction, Flow Rate
Specularity and Specular Scale
Minimum Reflection and Reflectivity Power
Reflection Distortion
Refraction Distortion
CWater ScrollVectors
CWater Tilingfreq
CWater Beach Shoreline and CWater Cliff Shoreline
Caustics Fall Off
CWater Caustics FPS
CWater Caustics Tiling Freq
CWater Doodads


I. Introduction


So, one of the more mysterious and undocumented facets of the SC2 Galaxy Editor is the water editor, there are about a dozen parameters with fairly non-descriptive names and sometimes subtle effects. There are many guides online on the basics of water, but little to nothing on the more esoteric parameters. Questions about water come up once in a while in the Simple Questions thread, even IronManSC said on a recent Mappers Show that figuring out what all of the water attributes do is difficult.

Thus, I present to you Namrufus' Illustrated Index to the SC2 Editor Water Parameters. The purpose of this guide is not to give a basic overview of how to use water (These are easily searchable through google), but to completely explain the effects of each of the parameters used to control the appearance of water within the SC2 Engine.

II. How to use this index


About the parameter list
below is a list of parameters found in the SC2 galaxy Editor that directly effect the appearance of water. There are 5 main locations where these parameters may be found:
  • water editor: usually visible near the bottom of the edit water window.
  • Basic: in the basic tab of the edit water window
  • Texture: in the texture tab of the edit water window
  • Reflection: in the reflection tab of the edit water window
  • Data: in the water attribute page in the Data editor, + Show Spoiler +
    navigate here by entering the data editor (click on the marine button), clicking on Data->Edit Terrain Data->Water, and then selecting which water type you would like to edit
    , note that all attributes, including those listed as water editor, basic, texture, and reflection, may be edited through the data editor.

The location of the parameter and the minimum required graphics level for the parameter to have an effect are listed.
for example, the parameter:

Color Fall Off
Texture
High

Only effects the appearance of water at graphics levels high or greater and is found under the texture tab.

III. The Index!


Type
Water Editor (visible with basic tab only)
Low

Specifiable to be water or lava. Lava uses the model specified by the CWater Lava Model parameter.

Receive Shadows
Water Editor
High

+ Show Spoiler [Without Shadows] +
[image loading]

+ Show Spoiler [With Shadows] +
[image loading]


Determines if the surface of the water is shadowed by other terrain or units. shadows can look weird for very clear water, and no shadows can look weird in water with high reflectivity.

CWater Lava Model
Data
Low

+ Show Spoiler [defaultLava] +
[image loading]

+ Show Spoiler [DefaultLavaLow] +
[image loading]

+ Show Spoiler [LavaSilver] +
[image loading]


Controls the model used for lava. There are three usable models for this that I know of: DefaultLava, DefaultLavaLow (low quality), and LavaSilver (fairly low quality but frigging awesome after you get rid of the mismatched Shoreline Models, change the Color to make the minimap color match and maybe add a white fog)

Color
Basic
Low

+ Show Spoiler [purple water] +
[image loading]


Sets the color of the water in RGB format (or click on the colored square for a standard color picker). Take note that this color also specifies the color of the water on the mini-map, so if you make the water pure red, green or blue, it may make units hard to distinguish on the mini-map.

In my opinion, color changes should be subtle, and blend into the surrounding environment. generally it should be a non-pure blue to green-blue color. You can have lurid pink water, but make sure that it makes sense for the environment you are trying to create (for example Port Zion's polluted green water and Mar Sara's black tar-like water) and/or complements the other colors in the map.

Alpha
Basic
Low

+ Show Spoiler [zero alpha] +
[image loading]

+ Show Spoiler [1 alpha] +
[image loading]


alpha specifies the transparency of the color of the surface of the water. The abrupt transition created by a high alpha is fairly bad looking imo, except for darker colored waters, If you want hazy looking water, I think it is better to use the Color Fall Off parameter instead. Note that at low/medium graphics the surface of the water is much more opaque.

Height
Basic
Low

+ Show Spoiler [low water] +
[image loading]


Sets the height of the water. In my opinion, water should not be riiight at the edge of the cliff level change like this + Show Spoiler +
[image loading]
It just looks unnatural, take a cue from the water levels in BW, even the water in the ice tileset had a little bit of cliff showing [this is all imo of course].

Color Fall Off
Texture
High

+ Show Spoiler [no color fall off] +
[image loading]

+ Show Spoiler [high color fall off] +
[image loading]


Color Fall Off controls the thickness of a 'fog' under the water. This fog is the color specified by the Color parameter. small values look crystal clear (though I suggest a slightly nonzero value to give a hint of the color (even pure water irl absorbs light if you have enough of it)), while large values give a 'milky' look. I think a good compromise for many situations is a value that obscures the bottom of the water(making the water seem deeper than it really is), while having a slight haze near the top, maybe near 0.85.

Texture Roughness and Mesh Roughness
Texture
High

+ Show Spoiler [texture roughness] +
[image loading]

+ Show Spoiler [mesh roughness] +
[image loading]


'waves' on the surface of the water comes from two effects: the first: a 'bump map' texture that gives a small ripple effect, as well as a mesh that actually deforms the surface of the water (similar to the deformation of the terrain mesh) in large waves that move to the south east. A mix of these tends to look natural, as the mesh roughness breaks up the repitition in the texture roughness wave pattern. Super large mesh roughness tends to look unnatural

*please please please* if nothing else consider carefully when you set texture and mesh roughness both to zero, it negates many of the effects (reflection and refraction) that make water look cool for graphics levels high and above and rarely looks realistic.

UVrotate, Flow Direction, Flow Rate
Texture
Low

these parameters transform the bump-map texture (intensity controlled by Texture Roughness). UV rotate rotates the texture, changing this doesn't have that much of an effect visually. Flow Direction and Flow Rate give a flowing motion to the surface of the water. However, large values for these rarely looks natural unless the body of water is a long, straight canal. CWater Scroll Vectors give a finer control over the motion of the texture roughness pattern.

Specularity and Specular Scale
Reflection
High

+ Show Spoiler [Large Specular Scale] +
[image loading]

+ Show Spoiler [Small Specular Scale] +
[image loading]
this picture looks a little different, but what you should notice is that there are no specular reflections as the specular scale parameter has been set to zero

+ Show Spoiler [Small Specularity] +
[image loading]

+ Show Spoiler [Large Specularity] +
[image loading]


These parameters control the nature of specular reflections from the surface of the water. Note that the color and direction of the specular reflections is parametrized by the Key Specular Color and Key Direction parameters of the current lighting set.

Specularity controls the amount of surface area of the water that reflects light. Small values will produce large patches of brightness, while large specularities will have small, intense spots (or depending on the roughness of your mesh and the angle of the light, perhaps no specular reflection at all.

Texture Roughness and Mesh Roughness modulate the appearance of specular reflections (the light is reflected off of the waves)

Specular scale controls the brightness of the specular reflections.

Minimum Reflection and Reflectivity Power
Reflection
Ultra

+ Show Spoiler [intense reflection] +
[image loading]


These parameters control the strength of reflections of other terrain and units on the water's surface. These appear to do basically the same thing: at 100% minimum reflection and/or 0% reflectivity power the surface of the water becomes entirely mirror-like. be sure to make sure your tile-set has a working sky-box, or portions of the reflection will be perfectly black.

Reflection Distortion
Reflection
Ultra

+ Show Spoiler [zero reflection distortion] +
[image loading]

+ Show Spoiler [large reflection distortion] +
[image loading]


The amount by which the reflections are distorted by texture roughness and mesh roughness.

Refraction Distortion
Reflection
High

+ Show Spoiler [low refraction distortion] +
[image loading]

+ Show Spoiler [high refraction distortion] +
[image loading]


One of the most important parameters for realistic water. Refraction is responsible for the bending effect of light when it travels through the surface of to substances with different indices of refraction http://en.wikipedia.org/wiki/Refraction, the larger the difference between the two indices of refraction, the larger the angle the light will be bent.

A refraction distortion of 0.0 simulates a surface with the same index of refraction as air (no bending of light), while a refraction distortion at 100% (0.2) is similar to that of a crystal (images of objects beneath the surface of the water will often be distorted beyond recognition).

The amount of refraction also depends on the strength of texture roughness and mesh roughness setting both of these values to zero effectively give your water the refractive index of air (not physically correct, which is why water like this looks weird). The exception to this is when the water is very shallow compared to the viewing distance; in this case (irl) there is less apparent distortion due to refraction, so shallow water looks more natural without refraction effects.

CWater ScrollVectors
Data
High

[warning: I can't prove this, but I'm almost 100% certain that it is true: there are two water bump maps, x and y control the translation speed of one bump map, while z and w control the translation speed of the other bump map, the bump maps are combined and translated and rotated again at a speed given by UVRotate Flow Direction and Flow Speed. This effect looks good because the two water textures are moving in opposite directions, giving a chaotic look]

It is safest to keep the values of the scroll vectors at constant proportionality, or else the water will begin to seem to flow. increasing or decreasing the value in tandem increases or decreases the speed at which the 'ripples' on the water occur (very fast speeds tend to look fake however). With these parameters set to zero, the water 'freezes' in place and looks quite a bit like ice (This effect is actually really cool); be sure to set Flow Speed and Mesh Roughness to zero, as well as remove any Shoreline Models or Water Doodads.

CWater Tilingfreq
Data
Low

+ Show Spoiler [standard tiling frequency] +
[image loading]

+ Show Spoiler [reduced tiling frequency] +
[image loading]
very reduced for effect, it usually won't be this extreme


This attribute can either compress or expand the wave pattern on the surface of the water. The value inputted if the tiling frequency which will be inversely proportional to the size of features on the water (waves get bigger when this value gets smaller and vice-versa) don't make waves too small (large tiling frequency) as it will be possible to tell that the waves form a repeating pattern, ruining the effect. The tiling frequency is specifiable in both x and y directions for both water textures (it looks really weird if all values are not the same however). This attribute only effects the bump map, not the mesh distortion (i.e. the effect controlled by the parameter Mesh Roughness not Texture Roughness).

CWater Beach Shoreline and CWater Cliff Shoreline
Data
Medium

+ Show Spoiler [shoreline models] +
[image loading]


These specify the models used for edges of water where it intersects with normal terrain (e.g. for pathable water) and cliffs respectively, these look like waves (or sparks for lava). You can remove these (by selecting the first, empty entry in the drop-down menu) for when it makes sense to have a calm waters edge (like for a small puddle). note that for pathable water, the slope of the terrain leading into the water effects which model is used, steep slopes will use the cliff shoreline model while gentle slopes will use the Beach shoreline model.

Caustics Fall Off
Reflection
Ultra

+ Show Spoiler [caustics effect] +
[image loading]


this effects the strength of the caustic optical effect http://en.wikipedia.org/wiki/Caustic_(optics) in the water, similar to the patterns of light you might see in the bottom of a swimming pool.

The effect is really quite cool. I think it is best to use this effect when it makes the most sense, for example: clear, shallow water, with a weak mesh roughness (as the wave pattern of the mesh roughness effect does not match the pattern created by the caustics effect).

remember that most players won't actually be able to see this, as it requires ultra graphics mode.

CWater Caustics FPS
Data
Ultra

Controls the update rate of the caustics effect I guess, has no visual effect when changed. I would leave it at the default for performance reasons.

CWater Caustics Tiling Freq
Data
Ultra

+ Show Spoiler [normal caustics effect] +
[image loading]

+ Show Spoiler [scaled down caustics effect (increased…] +
[image loading]


Controls the scale of the caustics effect in both the x and y directions. Scale of the effect is inversely proportional to the tiling frequency. don't make the scale too small (frequency too large) as the repeat pattern will become obvious, ruining the effect.

CWater Doodads
Data
Low

+ Show Spoiler [Water doodads!] +
[image loading]


These allow you to add "floating" objects to water. This is used to implement the lily-pads in the bel'shir type water. The sub-parameters are mostly self-explanatory, so I won't go into them. The easiest method to create your own floating doodad type is to simply copy and past the bel'shir lily-pad entry so as to start with a reasonable framework. Note that most models don't work correctly with this and only appear as the default checkered sphere (I believe that these are models with multiple "variations" but I have not checked this, so you might be able to get around this by creating the desired model with only one variation (again, I haven't checked this)).
This is it... the alpaca lips.
Namrufus
Profile Blog Joined August 2011
United States396 Posts
Last Edited: 2012-07-11 04:10:11
July 11 2012 04:08 GMT
#2
If I missed anything or if there is any inaccurate information, please post or PM me, and I'll try to fix it.

edit: whoa 250 posts

edit2: also if this information is already compiled elsewhere, i will cry
This is it... the alpaca lips.
Gfire
Profile Joined March 2011
United States1699 Posts
July 11 2012 04:12 GMT
#3
I never really mess with most of the water settings. I'll be sure to try some new stuff out in the future. Great index, this is extremely helpful. Thanks for all your hard work.
all's fair in love and melodies
monitor
Profile Blog Joined June 2010
United States2404 Posts
July 11 2012 04:35 GMT
#4
Sweet stuff. I don't know most of this! Thanks.
Mapmaker & TLMC Judge. Amygdala, Frostline, Crimson Court, and Korhal Compound (WoL).
NewSunshine
Profile Joined July 2011
United States5938 Posts
Last Edited: 2012-07-11 05:05:34
July 11 2012 04:47 GMT
#5
Might look into that silver lava for my next snow map. If it's too low quality on the highest settings I can manage, there are other ways of doing what I'm thinking of. Thanks for the detailed write-up!

edit: with a few setting tweaks, on both lava and fog, I have a rendering of what Cerberus might look like with this silver lava:
+ Show Spoiler +
[image loading]

Cool tip!
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
July 11 2012 06:03 GMT
#6
YES YES YES YES YES YES YES
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
Last Edited: 2012-07-11 08:04:23
July 11 2012 07:55 GMT
#7
Just for reference, since you mentioned me in the first paragraph... I talk about how confusing the data editor is (as well as working with water...



Mentioned at 0:30:30 (the talk is about 6-8 minutes long)

Once more, this water guide is so precious.
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
Jragon
Profile Joined October 2010
Australia1471 Posts
July 11 2012 08:24 GMT
#8
Nice guide, thanks
"Bisu is just too good." - Jaedong (http://www.teamliquid.net/forum/viewmessage.php?topic_id=218995) "Bisu hyung's play is just too good" - Flash (http://www.teamliquid.net/forum/viewmessage.php?topic_id=225861)
OxyGenesis
Profile Joined May 2012
United Kingdom281 Posts
July 11 2012 11:36 GMT
#9
Very useful guide, thanks a lot for the writeup. In my limited experience, it seems like fog can mess with the specular and reflection, does anyone have any experience with this?
Maker of Maps inc. Vector, Uncanny Valley and Fissure | Co-Founder of SC2Melee.net
Please log in or register to reply.
Live Events Refresh
Next event in 3h 51m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
mouzHeroMarine 727
ProTech60
JuggernautJason50
MindelVK 31
StarCraft: Brood War
Calm 6524
Sea 2980
Hyuk 1276
Rain 1180
Soulkey 160
Zeus 118
HiyA 48
TY 36
hero 35
Nal_rA 14
[ Show more ]
scan(afreeca) 13
IntoTheRainbow 10
Noble 6
zelot 6
Dota 2
Gorgc6661
qojqva3205
League of Legends
Dendi1549
Counter-Strike
fl0m6319
olofmeister2843
Foxcn332
rGuardiaN86
Super Smash Bros
Chillindude30
Heroes of the Storm
Khaldor166
Other Games
FrodaN858
C9.Mang0758
Mlord626
crisheroes370
Hui .173
Fuzer 148
elazer121
ArmadaUGS115
Mew2King110
Trikslyr97
KnowMe90
XaKoH 85
Organizations
Dota 2
PGL Dota 2 - Main Stream1337
Other Games
BasetradeTV44
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 21 non-featured ]
StarCraft 2
• Adnapsc2 16
• Kozan
• sooper7s
• Migwel
• LaughNgamezSOOP
• AfreecaTV YouTube
• IndyKCrew
• intothetv
StarCraft: Brood War
• HerbMon 29
• Rasowy 2
• ZZZeroYoutube
• STPLYoutube
• BSLYoutube
Dota 2
• C_a_k_e 3375
• masondota2383
• lizZardDota266
League of Legends
• Nemesis5502
• Jankos3174
• TFBlade1142
Other Games
• Shiphtur188
• imaqtpie94
Upcoming Events
OSC
3h 51m
ArT vs ReBellioN
HonMonO vs Ziomek
Shameless vs LunaSea
MilkiCow vs GgMaChine
Moja vs HiGhDrA
Jumy vs TBD
Demi vs NightPhoenix
Solar vs Cham
Replay Cast
6h 51m
OSC
6h 51m
WardiTV Invitational
17h 51m
HiGhDrA vs Nicoract
MaNa vs HiGhDrA
HiGhDrA vs Reynor
Nicoract vs Reynor
MaNa vs Nicoract
MaNa vs Reynor
MaxPax vs Spirit
Krystianer vs Spirit
OSC
19h 51m
Korean StarCraft League
1d 9h
SOOP
1d 15h
sOs vs Percival
CranKy Ducklings
1d 16h
WardiTV Invitational
1d 17h
Cheesadelphia
1d 21h
[ Show More ]
CSO Cup
1d 23h
GSL Code S
2 days
Rogue vs herO
Classic vs GuMiho
Sparkling Tuna Cup
2 days
Replay Cast
3 days
Wardi Open
3 days
Replay Cast
4 days
Replay Cast
4 days
RSL Revival
4 days
Cure vs Percival
ByuN vs Spirit
RSL Revival
5 days
herO vs sOs
Zoun vs Clem
Replay Cast
6 days
The PondCast
6 days
RSL Revival
6 days
Serral vs SHIN
Solar vs Cham
Liquipedia Results

Completed

CSL Season 17: Qualifier 2
BGE Stara Zagora 2025
Heroes 10 EU

Ongoing

JPL Season 2
BSL 2v2 Season 3
BSL Season 20
KCM Race Survival 2025 Season 2
NPSL S3
Rose Open S1
CSL 17: 2025 SUMMER
2025 GSL S2
BLAST.tv Austin Major 2025
ESL Impact League Season 7
IEM Dallas 2025
PGL Astana 2025
Asian Champions League '25
BLAST Rivals Spring 2025
MESA Nomadic Masters
CCT Season 2 Global Finals
IEM Melbourne 2025
YaLLa Compass Qatar 2025
PGL Bucharest 2025
BLAST Open Spring 2025

Upcoming

Copa Latinoamericana 4
CSLPRO Last Chance 2025
CSLPRO Chat StarLAN 3
K-Championship
SEL Season 2 Championship
Esports World Cup 2025
HSC XXVII
Championship of Russia 2025
Murky Cup #2
Esports World Cup 2025
BLAST Bounty Fall 2025
BLAST Bounty Fall Qual
IEM Cologne 2025
FISSURE Playground #1
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2025 TLnet. All Rights Reserved.