> 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/waterfall-tool-2-editor-mode/simple-tab.md).

# Simple Tab

The Simple Tab is a simplified version of the tool with less options to generate a waterfall quickly.

### Buttons

* **Generate Paths**: Simulate particle paths to act as a guide or generating the waterfall meshes.
* **Clear Paths**: Delete all of the simulated paths. *Note: This also resets the dynamic meshes and FX.*
* **Generate Meshes**: Generate the dynamic mesh and material data for the waterfall.
* **Clear Meshes**: Clear all of the dynamic mesh and material data.
* **Generate VFX**: Create the global Niagara Systems and add the waterfall data to the particles.
* **Bake to Static Mesh**: Generate a Static Mesh asset from the dynamic meshes and assign it to the Static Mesh component of the waterall.

### Properties

* Path Settings
  * **Select Top Spline Points**: Select spline points in Top Spline. *Note: This is hidden in 5.4 because spline selection is broken in 5.4.*
  * **Num Paths**: The number of paths to generate along the spline.
  * **Spawn Jitter Range**: Affects the initial direction of the path by adding a randomised jitter to the yaw in this range.
  * **Path Spawn Range**: If more than one path is required to spawn, this will confine the spawning to a range from the end. Eg, If the spline distance is 100 and the PathSpawnRange is set to (0.2, 0.8), then the paths will only spawn between distances 20-80 and none will spawn on the distance < 20 or > 80.
  * **Gravity**: Particle simulation gravity.
  * **Num Spline Points**: If on, after the path is generated, it will resample the path to exactly this many spline points.
  * **Kill Plane Location**: The X-Y values are purely cosmetic. The Z value affects where the waterfall paths will end.
  * **Seed**: Random seed for the generation of the waterfall.
  * **Ignore Actors**: Actors to ignore for collision detection and physics.
* Mesh Generation Settings
  * **Single**: Should the Single mesh be generated?
  * **Paths**: Should the Per Path meshes be generated?
  * **Splash**: Should the Splash mesh be generated?
  * **Planes**: Should the Plane meshes be generated?
* SFX
  * **Top SFX**: The audio asset to be played at the top of the waterfall.
  * **Middle SFX**: The audio asset to be played at the middle of the waterfall.
  * **Bottom SFX**: The audio asset to be played at the bottom of the waterfall.
* VFX Settings
  * **Top VFX**: Should the top VFX be generated?
  * **Middle VFX**: Should the middle VFX be generated?
  * **Bottom VFX**: Should the bottom VFX be generated?
