# Quick Tutorial (Simple Mode)

## Example Level

{% hint style="info" %}
For this tutorial we will use the provided **Map\_Example**.
{% endhint %}

<figure><img src="https://2855220899-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F-Mk51ACJUA5E3mZvLb9h%2Fuploads%2Ftk8syz1D9jjUzkHfurrx%2Fimage.png?alt=media&#x26;token=a1aff618-ef01-4556-a392-e2456c124081" alt=""><figcaption></figcaption></figure>

### V1.0b Example Level Update

Added Large and Translucent Waterfall Examples

<figure><img src="https://2855220899-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F-Mk51ACJUA5E3mZvLb9h%2Fuploads%2FTvyfmc52cB8HnVKoT9jG%2FHighresScreenshot00000.png?alt=media&#x26;token=a0483d8d-6da5-48d6-9ad0-1f597b9902c6" alt=""><figcaption></figcaption></figure>

## Placing the Waterfall

Start by deleting the already pre-generated waterfall on this rock formation.

<figure><img src="https://2855220899-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F-Mk51ACJUA5E3mZvLb9h%2Fuploads%2Fl733UrheVBbmotftgHvB%2Fimage.png?alt=media&#x26;token=04b830ca-e361-4820-961a-31796b33e014" alt=""><figcaption></figcaption></figure>

Once deleted, open up the Waterfall Tool 2 Editor Mode.

<figure><img src="https://2855220899-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F-Mk51ACJUA5E3mZvLb9h%2Fuploads%2FIi2czcIMdGwPXndSMJbX%2Fimage.png?alt=media&#x26;token=bcee4b63-33a6-4e51-bb24-78d6523970d8" alt=""><figcaption></figcaption></figure>

You should then have a screen similar to this:

<figure><img src="https://2855220899-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F-Mk51ACJUA5E3mZvLb9h%2Fuploads%2FHL31l1HbupQev1OqDtAa%2Fimage.png?alt=media&#x26;token=6b010694-b751-4a57-91f6-1d75debcc667" alt=""><figcaption></figcaption></figure>

Drag and drop a new Waterfall Tool 2 Actor on the rock formation.

<figure><img src="https://2855220899-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F-Mk51ACJUA5E3mZvLb9h%2Fuploads%2FjAm075gGp8uEbfA7Ludx%2Fimage.png?alt=media&#x26;token=446d5512-86bd-4946-a957-fd2d7f3c993a" alt=""><figcaption></figcaption></figure>

You should have something similar to this:

<figure><img src="https://2855220899-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F-Mk51ACJUA5E3mZvLb9h%2Fuploads%2FYkJJsegZStx1MAGmqree%2Fimage.png?alt=media&#x26;token=66b9940b-bbda-49b8-930b-29729865cad2" alt=""><figcaption></figcaption></figure>

This will now show the editor for the selected waterfall.

## Editor Mode

{% hint style="info" %}
To select a different waterfall or create a new one quickly you can use the tab at the top just under the editor mode banner.
{% endhint %}

<figure><img src="https://2855220899-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F-Mk51ACJUA5E3mZvLb9h%2Fuploads%2FaFcKxFQAeheJPVLXzibi%2Fimage.png?alt=media&#x26;token=cdb3692a-c1f1-451a-9198-6d4429392376" alt=""><figcaption></figcaption></figure>

Under the *Path Settings* tab, set the **Kill Plane Location Z** to the height of the floor.

{% hint style="info" %}
This is where the waterfall path simulation will end.

*Note: The X, Y values here won't actually do anything, these values are automatically calculated when the Top Spline is changed.*
{% endhint %}

<figure><img src="https://2855220899-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F-Mk51ACJUA5E3mZvLb9h%2Fuploads%2FFyJ5VTqRBNoNE6BhKleI%2Fimage.png?alt=media&#x26;token=4dfaa6e5-85b3-4da0-bfec-dba9ba4765f9" alt=""><figcaption></figcaption></figure>

Next we will set the **Top Spline** to the desired shape of the start of the waterfall we want to create.

{% hint style="info" %}
The **Top Spline** has the same controls as a normal spline component, you can add/remove/form the spline how you like and the waterfall will follow.
{% endhint %}

<figure><img src="https://2855220899-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F-Mk51ACJUA5E3mZvLb9h%2Fuploads%2FhDfA7wQiZKZ4quHtXw2h%2Fimage.png?alt=media&#x26;token=e6367388-42a6-4d5a-92ee-aedae93791ae" alt=""><figcaption><p>For this example i made a very basic C shape</p></figcaption></figure>

Next set the **Num Paths** to 15 and then press the **Generate Paths** button.

<figure><img src="https://2855220899-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F-Mk51ACJUA5E3mZvLb9h%2Fuploads%2FhGzVlaBheQ3cexAxchv7%2Fimage.png?alt=media&#x26;token=16ad2fca-864a-4c0e-9713-3b4fa46373bf" alt=""><figcaption></figcaption></figure>

{% hint style="warning" %}
This is a trial and error process, you might want to reposition the **Top Spline** or change the **Num Paths** to get the desired path generation result.&#x20;
{% endhint %}

Once you have the paths you are happy with press the **Generate Meshes** button.

<figure><img src="https://2855220899-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F-Mk51ACJUA5E3mZvLb9h%2Fuploads%2FTrDuHF94tuvtnWeQ3caE%2Fimage.png?alt=media&#x26;token=5bd80795-f6d6-4968-b4c8-967f50e21860" alt=""><figcaption></figcaption></figure>

{% hint style="info" %}
You can set the material for each generated mesh and tick meshes on and off under the *Mesh Generation Settings*.
{% endhint %}

<figure><img src="https://2855220899-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F-Mk51ACJUA5E3mZvLb9h%2Fuploads%2Fa25D95QjpXc3q7crVb3C%2Fimage.png?alt=media&#x26;token=b46f22bc-6b02-46dd-a8de-e81b4f2f1d4c" alt=""><figcaption></figcaption></figure>

Next press the **Generate VFX** button.

<figure><img src="https://2855220899-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F-Mk51ACJUA5E3mZvLb9h%2Fuploads%2FYFF1kOTW9J1BwBC8lF88%2Fimage.png?alt=media&#x26;token=42d375c1-4334-420d-966f-d0d1699d80ca" alt=""><figcaption></figcaption></figure>

{% hint style="info" %}
You can add SFX and change or disable VFX from the *SFX* and *VFX Settings*.
{% endhint %}

<figure><img src="https://2855220899-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F-Mk51ACJUA5E3mZvLb9h%2Fuploads%2F4IOFcYxd7n7CrLfMROht%2Fimage.png?alt=media&#x26;token=ed4a7f5a-0644-405d-b88a-af5e6d7dbc86" alt=""><figcaption></figcaption></figure>

**You should now have a fully generated waterfall!**

As a final optional step you can press the **Bake to Static Mesh** button to bake out the waterfall mesh as a single static mesh for optimisation.

<figure><img src="https://2855220899-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F-Mk51ACJUA5E3mZvLb9h%2Fuploads%2FYVvTg80WHYcNBUZ7XZUl%2FWaterfallTool12.png?alt=media&#x26;token=5303a58b-bd98-4478-9e0a-23629a5174e9" alt=""><figcaption></figcaption></figure>

There is a tickbox on the *Waterfall Tool 2 Actor* to toggle whether to see the Dynamic Meshes or Baked Static Mesh at runtime.

<figure><img src="https://2855220899-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F-Mk51ACJUA5E3mZvLb9h%2Fuploads%2FJM75GpJeqQIMGkgrlPfo%2FWaterfallTool13.png?alt=media&#x26;token=d7a7e589-99d2-4213-bbf9-be4c38b04f78" alt=""><figcaption></figcaption></figure>

{% hint style="info" %}
For more details on proprties or the Advanced Tab, see the documentation [here](https://docs.shadersource.io/assets-and-plugins/waterfall-tool-2/how-to-use/waterfall-tool-2-editor-mode).
{% endhint %}
