{"params":{"colorway":{"type":"choice","default":"forest-pond","label":"Colorway","describe":"Curated Nature & Forest schemes, each moving the deep/shallow pair that fills the frame. \"forest-pond\" is the default cool blue-teal woodland pond; \"clear-brook\" lifts the whole body one step lighter for a shallow sunlit stream reach; \"mossy-pool\" swaps the water for the kit greens \u2014 a stagnant algal pool; \"peat-bog\" goes to the kit browns for peaty bog water and flooded mud.","affects":"colors","options":["forest-pond","clear-brook","mossy-pool","peat-bog"]},"water":{"type":"color","default":"#3f8fa8","label":"Deep water","describe":"Albedo of the deep interior of the sheet \u2014 the inner 78% of the radius, and by far the largest zone. Keep it clearly darker than Shallows or the depth step around the shore stops reading at thumbnail size.","affects":"colors"},"shore":{"type":"color","default":"#63b3c4","label":"Shallows","describe":"Albedo of the wide shallow shelf ringing the outline (the outer 22% of the radius, about 0.9 m of band). Lies in the same flat plane as the deep water and is told apart from it by colour alone, so it needs a real value step above Deep water. This is also the band the surf shader whitens as it breathes.","affects":"colors"},"bed":{"type":"color","default":"#2f6f86","label":"Submerged rim","describe":"Albedo of the tapered rim facet and the whole faceted underside. Take it below both water tones: the wafer is only 40 mm thick, and an under-valued edge makes the patch read as a flat decal instead of a body of water sitting in a hollow. Do not take it near black \u2014 it is the only thing a camera below the ground plane sees.","affects":"colors"},"foamColor":{"type":"color","default":"#9fd8dd","label":"Foam crest","describe":"The colour the shallows band mixes toward at the peak of the surf cycle. Follows the colorway unless you set it \u2014 pale cyan on the blue ponds, pale green on the mossy pool, pale sand on the bog. Set it to the kit off-white #f8f3ec for hard white surf. It is never visible in a still: the surf is zero at rest and only shows once a host drives userData.tick.","affects":"material"},"surf":{"type":"range","default":0.5,"label":"Surf","describe":"How hard the shallows band breathes. 0 is glassy still water and the band holds its flat Shallows albedo with no movement at all; 0.5 is the default gentle lap of a woodland pond, lightening one shore at a time; 1.5 runs the crest colour right across the shelf at the peak of every cycle. The band beats on two periods of different length, so one stretch of shore surges while the opposite side draws back. At rest (and in every still render) the band is its plain Shallows albedo whatever this is set to \u2014 the surf only appears once a host drives userData.tick.","affects":"material","min":0,"max":1.5},"drift":{"type":"range","default":1,"label":"Drift","describe":"Lateral movement of the water sheet. The surface never rises or falls \u2014 nothing in a kit floats, so a rising sheet would pass through every rock and jetty placed in it \u2014 this shears it sideways instead, by at most ~35 mm. 0 freezes it, 1 is a gentle current, 2.5 is a running stream.","affects":"material","min":0,"max":2.5},"spread":{"type":"range","default":1,"label":"Spread","describe":"How far the patch reaches: 0.7 is a 5.6 m puddle, 1.0 the standard 8.0 m pond, 1.15 a 9.2 m lake bay. It REBUILDS rather than scaling \u2014 the outline keeps a constant ~1.5 m facet pitch, so a bigger patch is cut from more sides and more rings (176 triangles at 0.7, 320 at 1.0, 396 at 1.15) and the facets stay the same size in metres.","affects":"geometry","min":0.7,"max":1.15},"elongation":{"type":"range","default":0.85,"label":"Elongation","describe":"Depth of the patch across Z against its 8 m width. 1.0 is a round pond; 0.85 is the default broad oval; 0.4 squeezes it to a 3.2 m wide reach that clones end to end into a winding river. Only the Z axis moves \u2014 the outline lobes and the facet lattice are rebuilt to the new proportion, not stretched from the round one.","affects":"geometry","min":0.4,"max":1},"ruggedness":{"type":"range","default":1,"label":"Ruggedness","describe":"How wildly the shoreline wanders. 0.3 is an almost calm rounded oval for a still formal pool; 1.0 is the default woodland outline with lobes and one bay biting the +Z side; 1.45 cuts deep concave bays between blunt headlands, which is what makes overlapped clones read as a natural waterline rather than as a row of bubbles.","affects":"geometry","min":0.3,"max":1.45}},"presets":{"forest-pond":{"water":"#3f8fa8","shore":"#63b3c4","bed":"#2f6f86","crest":"#9fd8dd"},"clear-brook":{"water":"#63b3c4","shore":"#9fd8dd","bed":"#3f8fa8","crest":"#f8f3ec"},"mossy-pool":{"water":"#3d6b34","shore":"#6f8f3c","bed":"#25402c","crest":"#c8d98a"},"peat-bog":{"water":"#5d4430","shore":"#8c6a47","bed":"#3a2a1e","crest":"#c2a479"}},"rev":1792408798,"materials":{"water":{"kind":"glass","finish":"clear"},"shore":{"kind":"glass","finish":"clear"},"bed":{"kind":"glass","finish":"clear"},"foamColor":{"kind":"snow","finish":"powder"}},"materials_note":"what each colour zone is made of: `kind` and `finish` name a procedural PBR material in https://polyfork.dev/materials.mjs (dressByAlbedo finds a zone by its albedo in COLOR_0). A zone not listed has not been classified.","preview_v":1792465024,"mod_v":1792408798}