Meshes
Advanced settings for generating the Waterfall Meshes.
Buttons
Generate Meshes: Generate the dynamic mesh and material data for the waterfall.
Clear Selected Mesh: Clear the dynamic mesh and material data for the selected mesh only.
Clear Meshes: Clear all of the dynamic mesh and material data.
Properties
Mesh Selection
Selected Mesh: The mesh to generate/modify.
Generation Settings
Caching Substeps: Maximum number of caching operations on a path per tick to spread the work out across multiple ticks.
Advanced
Generate Mesh for Paths in Range: Limit the mesh generation to specific paths only.
Path Range: Limit the mesh generation to specific paths only.
Force Include Hits: {No Description}
Force Include Hits Threshold: {No Description}
Mesh Settings
Segment Length: How long each segment on the path should be.
Max Segments: The maximum number of segments each path should have.
Sample Path: Limit the spline sample between distance 0:1.
Singular Mesh Settings
EXPERIMENTAL: Sort Points: Whether to try sorting points in the singular mesh so that overlapping paths don't generate weird geo. Note: This feature is not perfect yet and doesn't always work in 100% of test cases.
Subdivide: Whether to subdivide the singular mesh or just use the path data for vertex generation.
Subdivisions: The number of subdivisions applied to the singular mesh for vertex generation.
Subdivision Spline Interpolation: How points are interpolated between two paths.
Advanced
Additional Geo: Applies additional geometry to each side of the waterfall past the start and end of the Top Spline.
Additional Geo Curve: Applies additional geometry to each side of the waterfall past the start and end of the Top Spline.
Additional Geo Spread Curve: Applies additional geometry to each side of the waterfall past the start and end of the Top Spline.
Per Path Settings
Width: Width of an individual path's mesh.
Subdivisions: The subdivisions to use for the individual path meshes.
Advanced
Width Curve: Width of an individual path's mesh.
Spline Roll: How much the first two vertices can roll to match the Top Spline's slope (otherwise flattened in the Z-axis).
Plane Mesh Settings
Width: Width of an individual path's mesh.
Subdivisions: The subdivisions to use for the individual path meshes.
Offset: -1:1 Offset applied to the vertices along the path's normal.
Align Normal: Forces the Cross mesh's normals to point towards the path's normal (overrides both OverrideNormal and CylinderNormal).
Advanced
Width Curve: Width of an individual path's mesh.
Offset Curve: -1:1 Offset applied to the vertices along the path's normal.
Spline Roll: How much the first two vertices can roll to match the Top Spline's slope (otherwise flattened in the Z-axis).
Splash Mesh Settings
Subdivisions: The subdivisions to use for the individual splash meshes.
Front Radius: The radius of the front part of the generated splash mesh.
Back Radius: The radius of the back part of the generated splash mesh.
Radius Subdivision: The subdivisions to use for the generated splash path (circumferance).
Scale: Simple scale of the generated splash meshes.
Segments: How many segments to make between the last point of the path and the outer circumference of the splash mesh.
Advanced
Distance Falloff: Distribution of vertices along the distance.
UV Falloff: How UV0 is distributed between the path point and the circumference.
Positions
Smoothing Iterations: Number of times the post-processing smoothing will be applied to cached waterfall positions.
Position Smoothing Per Axis: How much smoothing to apply in each iteration.
Mesh Trace
Mesh Trace Alpha: 0:1 for how much the mesh should be projected.
Mesh Trace Distance: Maximum distance for a vertex to trace for nearby obstacle checks.
Mesh Trace Offset: How far a vertex is offset from a surface if the trace returns true (uses hit normal).
Mesh Trace Projection: Whether the vertices should be placed at the end of the obstacle traces regardless of whether it hit ot not.
Mesh Trace Mode: {No Description}
Normals
Auto Compute Normals: The geometry scripting can auto compute the normals, discarding all the normals that were computed manually. Note: normals will still be calculated for tangent and position calculations, they'll just be discarded at the very end when the actual mesh is generated.
Flip Normals: Whether to flip the normals on the generated dynamic meshes.
Mesh Normal Offset: Offset to add to the generated dynamic mesh normals.
Smooth Normals Iteration: How many smoothing iterations should be performed on the dynamic mesh normals.
Smooth Normals Alpha: Percentage of smoothed normals to apply to the normals of the dynamic meshes.
Cylinder Normal: Treat the normals in a curve like a cylinder.
Advanced
Mesh Normal Offset Curve: Offset to add to the generated dynamic mesh normals.
Cylinder Normal Curve: Treat the normals in a curve like a cylinder.
Override Normal: The alpha for how much the Override Normal Direction should be applied.
Override Normal Direction: The direction of the overwritten normals.
Force Water Normal Dist Z: The alpha of how much to force the normals towards (0, 0, 1).
Tangents
Smooth Tangents Iteration: How many smoothing iterations should be performed on the dynamic mesh tangents.
Smooth Tangents Alpha: Percentage of smoothed tangents to apply to the tangents of the dynamic meshes.
UVs
Base UVs Scale: The scale of the UVs of the generated dynamic meshes.
Turbulence
Turbulence Includes Splash: Include the kill (splash) impact in the turbulance calculation for the last points in the paths.
Turbulence Range: Remaps the hit force to a 0:1 range in order to then convert it to turbulence.
Turbulence Obstacle Weight: How much obstacle collision calculations affect turbulence.
Turbulence Flow Weight: How much flow calculations affect turbulence.
Turbulence Spread Up Stream: ow far turbulence is added upstream.
Turbulence Spread Down Stream: How far turbulence is added downstream.
Turbulence Falloff: How far turbulence is added downstream.
Bulge
Bulge: Additional bulge to add to the dynamic mesh. Bulge is used for Per Path, Plane, and Splash Meshes.
Flatten First Row Bulge: If Bulge Curve == nullptr, whether to apply the bulge to the first row of vertices or to flatten them to conform with the top spline.
Advanced
Bulge Curve: Additional bulge to add to the dynamic mesh.
Bulge Profile Curve: Additional bulge to add to the dynamic mesh.
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