# Local Water Zone Settings

### **Override color**&#x20;

Changes local optical properties within the zone (transparency distance, base water color, turbidity color). Optional spherical falloff for smooth radial blending. \
Used to separate biomes or create distinct water looks in confined areas

{% embed url="<https://kripto289.com/AssetStore/KWS2/VideoHelpers/LocalZoneColor.mp4?v=1>" %}

**Parameters**:

* transparent (meters) – controls how clear or opaque the water is
* water color – defines how water absorbs light with depth, giving the liquid its natural tint, like ocean blue or cola brown
* turbidity color – defines how particles scatter light, adding murkiness, like algae-green lake or muddy river
* use sphere blending – fades overrides using spherical falloff from zone center; good for round ponds or smooth radial transitions.

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### **Override wind**

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.&#x20;

{% embed url="<https://kripto289.com/AssetStore/KWS2/VideoHelpers/LocalZoneWind.mp4?v=3>" %}

**Parameters**:

* strength multiplier – scales global wind locally
* edge blending – width of the fade between local wind and global wind at the zone border.

***

### **Override height**

Applies a visual height offset or clipping of the surface inside the zone with edge blending. Used to cut out water inside enclosed geometry (submarine interior, underwater windows, etc) or to create a local raised body of water (rooftop, elevated pools, etc). \
This modifier offsets water vertices in world space (up or down), so lighting, reflections/refraction, foam, and other effects remain consistent.

{% embed url="<https://kripto289.com/AssetStore/KWS2/VideoHelpers/LocalZoneHeight.mp4?v=1>" %}

**Parameters**:

* clip water below zone – clips/lowers water inside the zone.
* edge blending – smooth transition width for the height clip.

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### **Override mesh** (experimental)

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

{% embed url="<https://kripto289.com/AssetStore/KWS2/VideoHelpers/LocalZoneMesh.mp4>" %}

**Parameters:**

* custom mesh – replaces the default surface inside the zone with your mesh.
* rotation offset (x/y/z) – rotates the custom mesh relative to world axes.

{% hint style="info" %}
Tips

* Current implementation is not minimal cost. In practice, multiple local zones render almost like additional water patches. For example, \~10 zones can take roughly the same GPU time as the base surface itself.
* Be cautious with the number of zones and with overlaps.
* Prefer few larger zones over many small ones.
* Keep edge blending widths reasonable; large soft blends increase overdraw.
* Disable unused overrides (color/wind/height/mesh) per zone to avoid extra work.
* Сustom Mesh is not supported in Aquarium mode; when viewed through it the water is treated as infinitely deep (not an enclosed tank).
* Plan: further optimizations are intended in future updates (to reduce per-zone cost).
  {% endhint %}
