# 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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