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Environment: Drawing |
Determines how the sea surface, current direction arrow and wave direction arrows are drawn. The current direction arrow is an arrow drawn on the view axes which indicates the direction of the current. It is only drawn if the current speed is non-zero and the environment axes preference is selected. The wave direction arrows are described below.
When the environment axes preference is selected, a wave direction arrow is drawn indicating the direction of the wave. If there are multiple wave trains whose directions are not all equal, then a wave direction arrow is drawn for each wave direction. The first wave train uses the sea surface pen: it is regarded as the primary one for drawing purposes. All other direction arrows are drawn with the secondary wave direction pen.
Determines how the full field wind bounding box and the wind direction arrow is drawn. This arrow is drawn on the view axes to indicate the direction of the wind. This arrow is only drawn if the wind speed is non-zero and the environment axes preference is selected.
The seabed grid is drawn in this pen.
For a profile seabed an extra grid line is drawn through each data point used to specify the profile in the direction normal to the seabed direction. Using a differently-coloured pen to the seabed here will emphasise the seabed profile data.
When a nominal depth is specified, a flat grid is drawn at that depth using this pen.
The sea surface may be drawn as a grid or a single line.
The density of each grid, in terms of the length of the scale bar on the 3D view; a density of $d$ means that there are $d$ lines per scale bar length, so higher density values give a finer grid (but take longer to draw).
This options allows you to omit 3D seabed data points from the wire frame drawing, which may speed up the drawing of 3D seabeds with extremely large numbers of data points.
These settings control the appearance of the model in the shaded graphics mode.
Determines the position of the sun as a direction from the viewer. This affects the lighting and shadows in the scene.
Determines whether the model is rendered using shadows according to the sun position.
Attenuates the absorption and scattering of light in the sea volume. A value of 0% results in low visibility whilst a value of 100% is completely clear.
Controls the number of grid points representing the shaded sea surface per tile. A higher value samples the sea state with a finer grid, but takes longer to draw.
Determines whether absorption and scattering effects apply to the scene when the viewer is underwater.
When underwater POV is enabled, the view when underwater is more realistic. However, this may also result in objects being harder to see from a distance. Increasing the sea clarity can make such objects more readily visible.
Small ripples added to the sea surface enhance the visual realism of the scene without changing the model. Effect modulates their presence, speed controls their movement during replays (in the mean wind direction), and choppiness exaggerates their appearance.
Two layers (low and high altitude) of volumetric clouds can be added to the sky. Coverage determines the cloud cover at each altitude, and speed controls their movement in replays (in the mean wind direction).
You can choose from one of the following options as a base rendering model for your seabed:
Controls how translucent the seabed appears. A value of 0% gives a solid surface; objects behind the surface will not be visible. A value of 100% represents transparency and gives a completely see-through surface.
If you have chosen a solid fill seabed type, you can specify whether to show a grid overlay. If shown, you can modify its density and colour.
If you have chosen the sand, rock, or silt seabed type, you can specify the colour of the materials present (sand, rock, silt, and algae).
If you have chosen the sand, rock, or silt seabed type you can procedurally influence the look of the seabed, through a simple erosion model. The algorithm iteratively moves the sand and silt sediment, dissolves rock to sand, and adds algae to regions of low current.
You can modify the seabed current driving the erosion model (only used for this drawing) – direction determines the angle of the effect, turbulence controls the random deviation from this direction, and strength modulates its impact.
OrcaFlex uses this process to generate a texture and tiles it over the seabed mesh to render a realistic sea floor.
Draws a vector field of arrows representing the current velocity at the points specified by the tabular current data.
Draws a vector field of arrows representing the current acceleration at the points specified by the tabular current data.
| Note: | The velocity and acceleration field drawings only appear once the analysis is underway. This is because the current data needs to be processed and validated before the drawing can be rendered. |
If checked, a 3D box representing the full field wind will be included in the wire frame drawing. If the wind field is periodic, then a series of 3D boxes will be drawn.
If draw vector field is checked, arrows representing wind vectors will be drawn for a number of $yz$ planes. Offset is the downwind distance, from the full field wind origin, at which the first $yz$ plane will be drawn. Count determines how many $yz$ planes are to be drawn. If count is greater than one, additional planes are drawn upwind up of the first plane, i.e. along $-x$, separated by the spacing. If the spacing is set to "~", then it is determined from the full field wind data. The separation of the arrows, and the extent of them, within the $yz$ plane is always determined by the data.
If draw vector field is checked, the scale is used to determine the size and colour of the arrows drawn. If a value of ~ is given, the mean speed is used to scale the drawing.