Local Water Zone

Purpose A lightweight area that overrides global water appearance/behavior inside its bounds. It does not run a local simulation or create flow; it only modifies parameters for the water that passes through this zone (ocean or dynamic zones underneath).

Add it via: Right-click in the Hierarchy window → Effects → KWS Water → Local Water Zone

Typical uses • Isolate color/clarity for ponds, coves, stylized regions • Calm or strengthen wind response near specific locations (dock, bay, lake) • Visually raise or cut out the surface inside an area (submarine interior window, rooftop pool) • Replace the default flat patch with a custom mesh in a small region (experimental)

For detailed parameters, see Local Water Zone Settings


Examples:

Changes local optical properties within the zone (transparency distance, base water color, turbidity color)

Scales the global wind effect within the zone and blends it at the edges. Used to reduce wind response in sheltered places (piers, bays) or calm lakes and courtyards

Applies a local height offset or clipping to the water surface with smooth edge blending. Useful for cutting water inside enclosed geometry or creating elevated water areas, while preserving all lighting and visual effects

Renders water inside the zone using a provided custom mesh instead of the default quadtree mesh. Used to achieve special shapes. Limitation: when viewed through it the water is treated as infinitely deep (not an enclosed tank)


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