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  1. Supported Assets
  2. Waterfall Tool 2
  3. How To Use
  4. Waterfall Tool 2 Editor Mode
  5. Advanced Tab

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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Last updated 9 months ago

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