Waterfall mist

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Re: Waterfall mist

Postby Robert The Rebuilder » Thu Aug 07, 2008 9:30 am

Sorry to hear about that, Marcello. It must have been a tough decision to make.
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Re: Waterfall mist

Postby Kato » Thu Aug 07, 2008 10:44 am

My condolences, Marcello. I'm going through something similar right now, and I know it hurts, but everything will be alright :)

Take all the time you need.

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Re: Waterfall mist

Postby Kierra » Thu Aug 07, 2008 11:10 am

Sorry to hear about that Marcello.

I'm in no rush to work on more waterfall animations any time soon, so no worries there.

~Kia
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Re: Waterfall mist

Postby Marcello » Thu Aug 07, 2008 5:07 pm

Thnx guys. Having made the decision was tough, but since it's my decision it also is a relieve. Something that I carried around for way too long.

Still... it's all very fresh and things have to settle down a bit first.
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Re: Waterfall mist

Postby Grogyan » Thu Aug 07, 2008 10:16 pm

Wow after 15 years of being together, one might of thought you'd get married, looks like that wasn't what the two of you wanted.

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Re: Waterfall mist

Postby Marcello » Thu Aug 07, 2008 10:53 pm

Well one of the signs that things weren't ok was just that. Why not married and didn't I want to? Why no children and why didn't I want to with her? Etc. among other things of course.

Again thnx for kind words all. And Kato... good luck dealing with your situation too!
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Re: Waterfall mist

Postby Whilyam » Sat Aug 23, 2008 6:56 pm

From what I've seen in Uru and other games, the mist and the droplets are both particle systems. In fact, I can't think of a single Uru age without particles somewhere in it. As for how they look, I always thought they were really well done.
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Re: Waterfall mist

Postby Marcello » Sun Aug 24, 2008 1:15 am

One easy way to make the droplets is to make a flat mesh and position it over the waterfall. Make a texture with small droplets and just have them move down. I will start my tutorial soon on how to do this. For now maybe this pictures helps you out.

waterfall.jpg
waterfall.jpg (48.36 KiB) Viewed 3243 times


I hope the image is clear. The waterfall is at the back. At the bottom there is a flat mesh to show the foam and ripple texture where the waterfall hits the water. Wrapped over it is the droplets mesh.

The droplets texture is really simple. Just some circular and oval dots spread out in different sizes. Do't use to much or it will look to gridlike. It should look random. By moving around the vertices in the wrapped grid you can influence how at certain places the droplets seem to go faster.
As you will notice in the screenshot below I also have small droplets in the actual water texture. The most realistic effect would acquire to have two wrapped droplet meshes to really accomodate different speeds. By having tiny droplets on the waterfall texture I kinda get the same effect with less objects and textures.

The ripples or foam at the bottom of the waterfall in my shell now only move to one side, towards the player. In Gira they move from the center to the outside. I haven't figured out how to do that yet. There is an alpha vertex paint layer to fade out the texture.

With textures:

waterfall2.jpg
waterfall2.jpg (56.98 KiB) Viewed 3240 times
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