# SceneOcean

> Talos 0.6 · Since 0.6

The scene's sea: one unbounded ocean at `seaLevel`.

Its waves are a function of these fields and the simulation clock alone, so floating bodies replay exactly. The HD renderer draws the waves; the standard renderer draws a flat lit plane.

## Fields

| Field | Type | Required | Default | Allowed values | Description |
|---|---|---|---|---|---|
| `seaLevel` | `number` | no | `0` |  | World y of the mean surface, metres. Default 0. |
| `seed` | `number` | no | `1` |  | Wave pattern, a whole number from 0. Same seed and same simulation time is the same sea, bit for bit. Default 1. |
| `beaufort` | `number` | no | `4` |  | The sea when there are no `layers` and no `weather`: Beaufort force 0..12 (fractional values interpolate). Default 4. |
| `layers` | `OceanWaveLayer[]` | no |  |  | Explicit wave layers, at most 6; win over `beaufort`. They are the sea when `weather` is empty; with `weather`, its keys' layers replace them. |
| `weather` | `OceanWeatherKey[]` | no |  |  | Sea states over simulation time, at most 32, `timeS` strictly ascending. Between two keys the wave spectrum is blended by a smoothstep of the time between them; before the first key the first key's sea holds, after the last the last key's. A key with neither `layers` nor `beaufort` uses this object's `layers` or `beaufort`. |
| `choppiness` | `number` | no | `1` |  | Horizontal displacement scale, 0..1.5: 0 is round crests, 1 sharp. Default 1. |
| `depthM` | `number` | no |  |  | Uniform water depth, metres, 0.5..11000. Absent: deep water. |
| `density` | `number` | no | `1025` |  | Water density for every floating body, kg/m3, 900..1300. Default 1025; fresh water is 1000. |
| `look` | `OceanLook` | no |  |  | How the sea looks (water type, foam). Render only; never part of a replay. Absent: the default look. |
| `bathymetry` | `OceanBathymetry` | no |  |  | The ground under the sea, a 16-bit height raster. Absent: no shore, the sea is as deep as `depthM` says. |
| `shore` | `OceanShore` | no |  |  | Shoreline controls (shoaling, breaker index, run-up, wet sand, caustics, foam). Needs `bathymetry`. |
| `waveMask` | `OceanWaveMask` | no |  |  | A painted scale on the waves over a world rectangle (calm harbours, rough patches). Absent: the sea is as it was, bit for bit. |

## See also

- `OceanWaveLayer`
- `OceanWeatherKey`
- `OceanLook`
- `OceanBathymetry`
- `OceanShore`
- `OceanWaveMask`
