Creates realistic ocean and water wave effects for web using SVG filters (feTurbulence, feDisplacementMap), CSS animations, and layering techniques...
Expert in creating realistic, performant ocean and water wave effects for web applications using SVG filters, CSS animations, and layering techniques. Specializes in aquatic visuals from gentle ripples to dramatic ocean swells, with particular expertise in the physics of light refraction through water.
Use for:
Do NOT use for:
CRITICAL: For water effects, use type="turbulence" (NOT fractalNoise like clouds):
| Type | Visual | Best For |
|---|---|---|
turbulence |
Continuous flow patterns, starts from transparent black | Water, waves, liquid |
fractalNoise |
Random cloudlike patches, opaque | Clouds, smoke, terrain |
<!-- WATER - use turbulence -->
<feTurbulence type="turbulence" baseFrequency="0.01 0.1" />
<!-- CLOUDS - use fractalNoise -->
<feTurbulence type="fractalNoise" baseFrequency="0.01" />
The fundamental water effect filter chain:
Source -> feTurbulence -> feDisplacementMap -> feComponentTransfer -> feComposite
(waves) (distortion) (color/opacity) (blend)
<feTurbulence
type="turbulence" <!-- MUST be turbulence for water -->
baseFrequency="0.01 0.1" <!-- TWO values: x-freq y-freq -->
numOctaves="3" <!-- 2-5: wave complexity -->
seed="42" <!-- Variation (free performance) -->
result="waves"
/>
baseFrequency Explained (TWO Values):
| X-Frequency | Y-Frequency | Result |
|---|---|---|
| 0.01 | 0.1 | Long horizontal waves with vertical oscillation |
| 0.005 | 0.05 | Deep ocean swells |
| 0.02 | 0.15 | Choppy surface waves |
| 0.03 | 0.03 | Square ripples (pond) |
The ratio matters:
Creates the bending/distortion that makes content behind water appear to ripple.
<feDisplacementMap
in="SourceGraphic" <!-- What gets distorted -->
in2="waves" <!-- Distortion pattern (from turbulence) -->
scale="20" <!-- 10-40 for realistic refraction -->
xChannelSelector="R" <!-- Which color channel drives X displacement -->
yChannelSelector="G" <!-- Which color channel drives Y displacement -->
result="refracted"
/>
| Scale Value | Effect |
|---|---|
| 10-15 | Gentle pool ripples |
| 15-25 | Standard water refraction |
| 25-40 | Strong wave distortion |
| 40+ | Psychedelic (unrealistic) |
Transform noise into water-like colors by manipulating channels.
<feComponentTransfer in="waves" result="waterColor">
<feFuncR type="linear" slope="0.3" intercept="0"/> <!-- Reduce red -->
<feFuncG type="linear" slope="0.7" intercept="0.2"/> <!-- Boost green -->
<feFuncB type="linear" slope="1.2" intercept="0.3"/> <!-- Strong blue -->
<feFuncA type="linear" slope="0.6" intercept="0.3"/> <!-- Water opacity -->
</feComponentTransfer>
<feGaussianBlur
in="waves"
stdDeviation="2" <!-- 1-5 for soft caustic patterns -->
result="caustics"
/>
<feFlood flood-color="#0077be" flood-opacity="0.4" result="baseWater"/>
<feBlend in="caustics" in2="baseWater" mode="screen" result="waterLayer"/>
<feComposite in="waterLayer" in2="SourceGraphic" operator="over"/>
<svg width="100%" height="300">
<defs>
<filter id="oceanWaves" x="0" y="0" width="100%" height="100%">
<feTurbulence type="turbulence"
baseFrequency="0.005 0.05"
numOctaves="4"
seed="1"
result="waves">
<animate attributeName="baseFrequency"
dur="60s"
values="0.005 0.05;0.007 0.06;0.005 0.05"
repeatCount="indefinite"/>
</feTurbulence>
<feDisplacementMap in="SourceGraphic" in2="waves" scale="25"/>
</filter>
</defs>
<rect width="100%" height="100%" fill="url(#oceanGradient)" filter="url(#oceanWaves)"/>
</svg>
<filter id="pondRipples">
<feTurbulence type="turbulence"
baseFrequency="0.02 0.02" <!-- Equal = circular -->
numOctaves="2"
seed="10"
result="ripples"/>
<feDisplacementMap in="SourceGraphic" in2="ripples" scale="12"/>
</filter>
<filter id="shoreWaves">
<feTurbulence type="turbulence"
baseFrequency="0.008 0.12" <!-- Strong vertical motion -->
numOctaves="3"
seed="5"
result="waves"/>
<feGaussianBlur in="waves" stdDeviation="1.5" result="softWaves"/>
<feDisplacementMap in="SourceGraphic" in2="softWaves" scale="30"/>
<!-- Add foam layer -->
<feTurbulence type="fractalNoise"
baseFrequency="0.03"
numOctaves="5"
result="foam"/>
<feColorMatrix in="foam" type="matrix"
values="1 0 0 0 0.9
1 0 0 0 0.95
1 0 0 0 1
0 0 0 0.3 0"/>
</filter>
<filter id="underwater" x="-10%" y="-10%" width="120%" height="120%">
<feTurbulence type="turbulence"
baseFrequency="0.015 0.08"
numOctaves="3"
result="distort">
<animate attributeName="baseFrequency"
dur="8s"
values="0.015 0.08;0.018 0.09;0.015 0.08"
repeatCount="indefinite"/>
</feTurbulence>
<feDisplacementMap in="SourceGraphic" in2="distort"
scale="20"
xChannelSelector="R"
yChannelSelector="B"/>
<!-- Slight blue tint -->
<feColorMatrix type="matrix"
values="0.9 0 0 0 0
0 0.95 0 0 0.02
0 0 1.1 0 0.05
0 0 0 1 0"/>
</filter>
<filter id="liquidGlass" x="-5%" y="-5%" width="110%" height="110%">
<feTurbulence type="turbulence"
baseFrequency="0.01 0.05"
numOctaves="2"
seed="99"
result="ripple">
<animate attributeName="seed"
dur="4s"
values="99;100;101;100;99"
repeatCount="indefinite"/>
</feTurbulence>
<feDisplacementMap in="SourceGraphic" in2="ripple" scale="8"/>
<!-- Frosted glass blur -->
<feGaussianBlur stdDeviation="0.5"/>
</filter>
<filter id="cartoonWater">
<feTurbulence type="turbulence"
baseFrequency="0.02 0.08"
numOctaves="1" <!-- Low octaves = bold shapes -->
result="waves"/>
<feDisplacementMap in="SourceGraphic" in2="waves" scale="15"/>
<!-- Sharp edges, no blur -->
</filter>
const turbulence = document.querySelector('#seaFilter feTurbulence');
let frame = 0;
function animateWaves() {
frame += 0.003;
// Gentle breathing motion
const xFreq = 0.006 + Math.sin(frame) * 0.002;
const yFreq = 0.05 + Math.sin(frame * 0.7) * 0.01;
turbulence.setAttribute('baseFrequency', `${xFreq} ${yFreq}`);
requestAnimationFrame(animateWaves);
}
animateWaves();
<feTurbulence baseFrequency="0.01 0.1" numOctaves="3">
<animate
attributeName="baseFrequency"
dur="60s"
keyTimes="0;0.5;1"
values="0.008 0.08;0.012 0.12;0.008 0.08"
repeatCount="indefinite"
/>
</feTurbulence>
WARNING: SVG animate on filter attributes forces full filter recalculation every frame. Use sparingly.
Move the water element, not the filter:
.wave-layer {
animation: wave-drift 20s linear infinite;
}
@keyframes wave-drift {
from { transform: translateX(0) translateY(0); }
to { transform: translateX(-50%) translateY(5px); }
}
Animate seed for shape variation without baseFrequency cost:
<feTurbulence baseFrequency="0.01 0.1">
<animate
attributeName="seed"
dur="20s"
values="1;50;100;50;1"
repeatCount="indefinite"
/>
</feTurbulence>
<div class="ocean">
<div class="wave wave-back"></div>
<div class="wave wave-mid"></div>
<div class="wave wave-front"></div>
<div class="foam-layer"></div>
</div>
.ocean {
position: relative;
height: 100vh;
background: linear-gradient(180deg,
#0c4a6e 0%,
#0369a1 40%,
#0ea5e9 100%
);
overflow: hidden;
}
.wave {
position: absolute;
width: 200%;
height: 100%;
background: rgba(255,255,255,0.1);
}
.wave-back {
filter: url(#waveBack);
opacity: 0.3;
animation: drift 90s linear infinite;
bottom: 0;
}
.wave-mid {
filter: url(#waveMid);
opacity: 0.5;
animation: drift 60s linear infinite;
bottom: -5%;
}
.wave-front {
filter: url(#waveFront);
opacity: 0.7;
animation: drift 35s linear infinite;
bottom: -10%;
}
.foam-layer {
position: absolute;
bottom: 0;
width: 100%;
height: 20%;
background: linear-gradient(to top,
rgba(255,255,255,0.8) 0%,
transparent 100%
);
filter: url(#foamFilter);
}
@keyframes drift {
from { transform: translateX(0); }
to { transform: translateX(-50%); }
}
| Layer | Opacity | Speed | Filter Scale | baseFrequency |
|---|---|---|---|---|
| Back (deep) | 0.2-0.4 | 80-100s | 15 | 0.004 0.04 |
| Mid | 0.4-0.6 | 50-70s | 20 | 0.006 0.06 |
| Front (surface) | 0.6-0.8 | 30-45s | 25 | 0.01 0.1 |
| Foam | 0.7-0.9 | 25-35s | 10 | 0.02 0.02 |
.deep-ocean {
background: linear-gradient(180deg,
#0c4a6e 0%, /* Deep blue */
#075985 30%,
#0369a1 60%,
#0284c7 100% /* Surface shimmer */
);
}
#0369a1#0c4a6e#38bdf8.tropical {
background: linear-gradient(180deg,
#06b6d4 0%, /* Cyan surface */
#22d3ee 40%,
#67e8f9 70%,
#a5f3fc 100% /* Shallow sand reflection */
);
}
#06b6d4#67e8f9#ecfeff.stormy {
background: linear-gradient(180deg,
#1e293b 0%, /* Dark clouds */
#334155 30%,
#475569 60%,
#64748b 100% /* Whitecaps */
);
}
#475569#1e293b#cbd5e1.sunset-water {
background: linear-gradient(180deg,
#831843 0%, /* Pink sky */
#9d174d 20%,
#be185d 40%,
#0369a1 60%, /* Water starts */
#0c4a6e 100%
);
}
<!DOCTYPE html>
<html>
<head>
<style>
* { margin: 0; padding: 0; box-sizing: border-box; }
.ocean-scene {
position: relative;
width: 100%;
height: 100vh;
background: linear-gradient(180deg,
#87CEEB 0%, /* Sky */
#87CEEB 40%,
#0369a1 40%, /* Horizon */
#0c4a6e 100% /* Deep */
);
overflow: hidden;
}
.horizon-line {
position: absolute;
top: 40%;
left: 0;
right: 0;
height: 2px;
background: rgba(255,255,255,0.3);
}
.wave {
position: absolute;
width: 200%;
height: 60%;
bottom: 0;
background: rgba(255,255,255,0.15);
}
.wave-1 {
filter: url(#wave1);
animation: drift 80s linear infinite;
opacity: 0.4;
}
.wave-2 {
filter: url(#wave2);
animation: drift 55s linear infinite;
animation-delay: -20s;
opacity: 0.6;
}
.wave-3 {
filter: url(#wave3);
animation: drift 35s linear infinite;
animation-delay: -10s;
opacity: 0.8;
}
@keyframes drift {
from { transform: translateX(0); }
to { transform: translateX(-50%); }
}
</style>
</head>
<body>
<svg style="position:absolute;width:0;height:0">
<defs>
<filter id="wave1" x="0" y="0" width="100%" height="100%">
<feTurbulence type="turbulence" baseFrequency="0.004 0.04" numOctaves="3" seed="1"/>
<feDisplacementMap in="SourceGraphic" scale="15"/>
</filter>
<filter id="wave2" x="0" y="0" width="100%" height="100%">
<feTurbulence type="turbulence" baseFrequency="0.006 0.06" numOctaves="3" seed="2"/>
<feDisplacementMap in="SourceGraphic" scale="20"/>
</filter>
<filter id="wave3" x="0" y="0" width="100%" height="100%">
<feTurbulence type="turbulence" baseFrequency="0.01 0.1" numOctaves="4" seed="3"/>
<feDisplacementMap in="SourceGraphic" scale="25"/>
</filter>
</defs>
</svg>
<div class="ocean-scene">
<div class="horizon-line"></div>
<div class="wave wave-1"></div>
<div class="wave wave-2"></div>
<div class="wave wave-3"></div>
</div>
</body>
</html>
<style>
.underwater-container {
position: relative;
width: 100%;
overflow: hidden;
}
.content-behind-water {
/* Your actual content */
}
.water-overlay {
position: absolute;
inset: 0;
pointer-events: none;
filter: url(#underwaterDistort);
}
.caustics {
position: absolute;
inset: 0;
background: url('data:image/svg+xml,...') repeat;
opacity: 0.3;
mix-blend-mode: overlay;
animation: caustic-shift 10s linear infinite;
}
@keyframes caustic-shift {
from { background-position: 0 0; }
to { background-position: 100px 50px; }
}
</style>
<svg style="display:none">
<defs>
<filter id="underwaterDistort" x="-10%" y="-10%" width="120%" height="120%">
<feTurbulence id="underwaterTurb" type="turbulence"
baseFrequency="0.015 0.08" numOctaves="3"/>
<feDisplacementMap in="SourceGraphic" scale="20"
xChannelSelector="R" yChannelSelector="B"/>
<feColorMatrix type="matrix"
values="0.85 0 0 0 0
0 0.9 0 0 0.02
0 0 1.1 0 0.08
0 0 0 1 0"/>
</filter>
</defs>
</svg>
<script>
// Animate underwater distortion
const turb = document.getElementById('underwaterTurb');
let frame = 0;
function animate() {
frame += 0.005;
const xFreq = 0.015 + Math.sin(frame) * 0.003;
const yFreq = 0.08 + Math.sin(frame * 0.7) * 0.01;
turb.setAttribute('baseFrequency', `${xFreq} ${yFreq}`);
requestAnimationFrame(animate);
}
animate();
</script>
import React, { useEffect, useRef, useMemo } from 'react';
interface WaterEffectProps {
type?: 'ocean' | 'pool' | 'stream' | 'glass';
intensity?: 'subtle' | 'medium' | 'strong';
animate?: boolean;
className?: string;
children?: React.ReactNode;
}
const WATER_CONFIGS = {
ocean: { baseFreq: [0.008, 0.08], octaves: 4, scale: 25 },
pool: { baseFreq: [0.02, 0.02], octaves: 2, scale: 12 },
stream: { baseFreq: [0.01, 0.15], octaves: 3, scale: 20 },
glass: { baseFreq: [0.01, 0.05], octaves: 2, scale: 8 },
};
const INTENSITY_MULTIPLIERS = {
subtle: 0.5,
medium: 1.0,
strong: 1.5,
};
export const WaterEffect: React.FC<WaterEffectProps> = ({
type = 'ocean',
intensity = 'medium',
animate = true,
className,
children
}) => {
const turbRef = useRef<SVGFETurbulenceElement>(null);
const frameRef = useRef(0);
const config = WATER_CONFIGS[type];
const mult = INTENSITY_MULTIPLIERS[intensity];
const filterId = useMemo(() =>
`water-${type}-${Date.now()}`, [type]
);
useEffect(() => {
if (!animate || !turbRef.current) return;
let animationId: number;
const animateWater = () => {
frameRef.current += 0.004;
const frame = frameRef.current;
const xFreq = config.baseFreq[0] + Math.sin(frame) * 0.002;
const yFreq = config.baseFreq[1] + Math.sin(frame * 0.7) * 0.01;
turbRef.current?.setAttribute('baseFrequency', `${xFreq} ${yFreq}`);
animationId = requestAnimationFrame(animateWater);
};
animateWater();
return () => cancelAnimationFrame(animationId);
}, [animate, config]);
return (
<>
<svg style={{ position: 'absolute', width: 0, height: 0 }}>
<defs>
<filter id={filterId} x="-10%" y="-10%" width="120%" height="120%">
<feTurbulence
ref={turbRef}
type="turbulence"
baseFrequency={config.baseFreq.join(' ')}
numOctaves={config.octaves}
result="waves"
/>
<feDisplacementMap
in="SourceGraphic"
in2="waves"
scale={config.scale * mult}
xChannelSelector="R"
yChannelSelector="G"
/>
</filter>
</defs>
</svg>
<div className={className} style={{ filter: `url(#${filterId})` }}>
{children}
</div>
</>
);
};
// Usage:
// <WaterEffect type="ocean" intensity="medium" animate>
// <img src="underwater-scene.jpg" />
// </WaterEffect>
For simple, high-performance waves without SVG filters:
.css-waves {
position: relative;
height: 300px;
background: linear-gradient(180deg, #0369a1 0%, #0c4a6e 100%);
overflow: hidden;
}
.css-wave {
position: absolute;
width: 200%;
height: 100%;
bottom: 0;
left: -50%;
background:
radial-gradient(ellipse 100% 50% at 50% 100%,
rgba(255,255,255,0.3) 0%,
transparent 60%
);
animation: css-wave-move 8s ease-in-out infinite;
transform-origin: center bottom;
}
.css-wave:nth-child(1) {
animation-duration: 7s;
opacity: 0.5;
}
.css-wave:nth-child(2) {
animation-duration: 10s;
animation-delay: -3s;
opacity: 0.3;
}
.css-wave:nth-child(3) {
animation-duration: 13s;
animation-delay: -5s;
opacity: 0.2;
}
@keyframes css-wave-move {
0%, 100% {
transform: translateX(0) scaleY(1);
}
50% {
transform: translateX(25%) scaleY(1.1);
}
}
type="turbulence" - Correct type for water (not fractalNoise)will-change: transform on animated layers<defs> block, multiple filters| Tier | Technique | FPS Target | Use Case |
|---|---|---|---|
| Ultra | CSS radial gradients only | 60fps | Mobile, low-end |
| High | SVG filter, CSS transform animation | 60fps | Background waves |
| Medium | SVG filter + seed animation | 45-60fps | Interactive water |
| Low | SVG filter + baseFrequency animation | 30-40fps | Hero sections only |
@media (prefers-reduced-motion: reduce) {
.wave {
animation: none !important;
}
}
@media (max-width: 768px) {
/* Reduce to 2 wave layers */
.wave-1 { display: none; }
/* Use simpler filter */
.wave { filter: url(#waveSimple); }
}
const canHandleWaterEffects = () => {
// Check for GPU
const canvas = document.createElement('canvas');
const gl = canvas.getContext('webgl');
if (!gl) return 'ultra'; // CSS only
const debugInfo = gl.getExtension('WEBGL_debug_renderer_info');
const renderer = debugInfo
? gl.getParameter(debugInfo.UNMASKED_RENDERER_WEBGL)
: '';
// Integrated graphics = medium tier
if (renderer.includes('Intel') || renderer.includes('Mali')) {
return 'medium';
}
return 'high';
};
// Apply appropriate tier
const tier = canHandleWaterEffects();
document.body.dataset.waterTier = tier;
/* Tier-based styling */
[data-water-tier="ultra"] .wave {
filter: none;
background: linear-gradient(/* simple gradient */);
}
[data-water-tier="medium"] .wave {
filter: url(#waveSimple);
}
[data-water-tier="high"] .wave {
filter: url(#waveFull);
}
// components/OceanBackground.tsx
'use client';
import { useEffect, useState, useRef } from 'react';
import styles from './OceanBackground.module.css';
export function OceanBackground({ children }: { children: React.ReactNode }) {
const [mounted, setMounted] = useState(false);
const turbRef = useRef<SVGFETurbulenceElement>(null);
useEffect(() => {
setMounted(true);
// Animate after mount
let frame = 0;
const animate = () => {
frame += 0.003;
if (turbRef.current) {
const xFreq = 0.008 + Math.sin(frame) * 0.002;
const yFreq = 0.08 + Math.sin(frame * 0.7) * 0.01;
turbRef.current.setAttribute('baseFrequency', `${xFreq} ${yFreq}`);
}
requestAnimationFrame(animate);
};
const id = requestAnimationFrame(animate);
return () => cancelAnimationFrame(id);
}, []);
if (!mounted) return null;
return (
<div className={styles.ocean}>
<svg className={styles.filters}>
<defs>
<filter id="oceanWave">
<feTurbulence ref={turbRef} type="turbulence"
baseFrequency="0.008 0.08" numOctaves="4"/>
<feDisplacementMap in="SourceGraphic" scale="25"/>
</filter>
</defs>
</svg>
<div className={styles.waveLayer} />
<div className={styles.content}>{children}</div>
</div>
);
}
// tailwind.config.js
module.exports = {
theme: {
extend: {
animation: {
'wave-drift': 'wave-drift 60s linear infinite',
'wave-slow': 'wave-drift 90s linear infinite',
'wave-fast': 'wave-drift 35s linear infinite',
},
keyframes: {
'wave-drift': {
from: { transform: 'translateX(0)' },
to: { transform: 'translateX(-50%)' },
},
},
colors: {
ocean: {
deep: '#0c4a6e',
mid: '#0369a1',
surface: '#0ea5e9',
foam: '#f0f9ff',
},
},
},
},
};
<template>
<div class="ocean-container">
<WaveFilters />
<div
v-for="layer in waveLayers"
:key="layer.id"
class="wave-layer"
:style="layer.style"
/>
<slot />
</div>
</template>
<script setup>
import { computed, onMounted, ref } from 'vue';
import WaveFilters from './WaveFilters.vue';
const waveLayers = computed(() => [
{ id: 1, style: { filter: 'url(#wave1)', animationDuration: '80s', opacity: 0.4 }},
{ id: 2, style: { filter: 'url(#wave2)', animationDuration: '55s', opacity: 0.6 }},
{ id: 3, style: { filter: 'url(#wave3)', animationDuration: '35s', opacity: 0.8 }},
]);
</script>
<!-- Show each filter step -->
<filter id="debug-water">
<feTurbulence result="step1"/>
<feImage href="#step1" x="0" y="0" width="200" height="200"/>
<feDisplacementMap in="SourceGraphic" in2="step1" result="step2"/>
<feImage href="#step2" x="200" y="0" width="200" height="200"/>
</filter>
| Problem | Cause | Solution |
|---|---|---|
| Effect disappears | Filter region too small | Add x="-20%" y="-20%" width="140%" height="140%" |
| Square/boxy waves | Using fractalNoise | Change to type="turbulence" |
| Waves too uniform | Same seed across layers | Use different seed values |
| No horizontal motion | Equal baseFrequency values | Use baseFrequency="0.01 0.1" (different x/y) |
| Animation stuttering | Animating filter attributes | Use CSS transform animations instead |
| Edge artifacts | Displacement at boundaries | Increase filter region with x/y/width/height |
For complete atmospheric scenes, combine water and cloud effects:
<div class="scene">
<!-- Sky with clouds (from web-cloud-designer) -->
<div class="sky">
<div class="cloud-layer cloud-back"></div>
<div class="cloud-layer cloud-front"></div>
</div>
<!-- Horizon -->
<div class="horizon"></div>
<!-- Ocean with waves (this skill) -->
<div class="ocean">
<div class="wave wave-back"></div>
<div class="wave wave-front"></div>
<div class="reflection"></div>
</div>
</div>
<style>
.scene {
height: 100vh;
display: grid;
grid-template-rows: 60% 40%;
}
.sky {
background: linear-gradient(180deg, #1e3c72 0%, #87CEEB 100%);
}
.ocean {
background: linear-gradient(180deg, #0369a1 0%, #0c4a6e 100%);
}
.reflection {
/* Mirror cloud movement on water surface */
position: absolute;
top: 0;
width: 100%;
height: 30%;
background: inherit;
transform: scaleY(-1);
opacity: 0.3;
filter: url(#waterReflection) blur(2px);
}
</style>
Water is the driving force of all nature. - Leonardo da Vinci