> For the complete documentation index, see [llms.txt](https://docs.shadersource.io/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://docs.shadersource.io/assets-and-plugins/waterfall-tool-2/how-to-use/quick-tutorial-simple-mode.md).

# Quick Tutorial (Simple Mode)

## Example Level

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

<figure><img src="/files/NQcfYPOzpluzXIoPTGXK" alt=""><figcaption></figcaption></figure>

### V1.0b Example Level Update

Added Large and Translucent Waterfall Examples

<figure><img src="/files/SaqzfGXH27M3ejUyaIpz" alt=""><figcaption></figcaption></figure>

## Placing the Waterfall

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

<figure><img src="/files/LyE3cK1sWmdk5yVQCbZE" alt=""><figcaption></figcaption></figure>

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

<figure><img src="/files/f6nvUTUdG5B9Z0tb1YFu" alt=""><figcaption></figcaption></figure>

You should then have a screen similar to this:

<figure><img src="/files/rxXjPCdBCXJ1BfyImRkT" alt=""><figcaption></figcaption></figure>

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

<figure><img src="/files/fNdNaWT42WWiwDeToQfA" alt=""><figcaption></figcaption></figure>

You should have something similar to this:

<figure><img src="/files/Zwnkx5KskVhV4jFRvM2h" 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="/files/th1PzhsAnwmkQETiDn1r" 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="/files/b9iCtexvI3Cykbk1RzQC" 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="/files/oJMfIqtHM1tEAx8eTw6t" 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="/files/PmPgkbWjGREmBAZyxcNA" 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="/files/Ynq96xhkpPx0fjycvstG" 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="/files/xGwMKAUnNO6PuNf8rN8A" alt=""><figcaption></figcaption></figure>

Next press the **Generate VFX** button.

<figure><img src="/files/Jh4Y5uFtr3CW1fKP5mUh" 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="/files/0MTKVL8JZs35KaPF5WLV" 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="/files/1fFdkbfL9FJVNIypmz7N" 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="/files/R4PcFkOJo35WGCOH2p7e" alt=""><figcaption></figcaption></figure>

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