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Shores and waveset

PostPosted: Mon Aug 30, 2010 10:36 am
by Egon
Ok so I tryed to implement shores as descirbed here:
http://www.guildofmaintainers.org/Forum/viewtopic.php?f=145&t=816

But I have a problem. It seams to me that once I attach shore object to waveset, then position of of shore object is being ignored like seen below (in Blender shores are most defenetly positioned below waveset object origin point. Meaining: it should be much lover):
shores.jpg
shores.jpg (29.41 KiB) Viewed 3059 times


As far I can see shore object Z position is being aligned to waveset object origin point, but is that possible?
Isn't water level of waveset sopose to be at the level of waveset object's origin point?
I'm attaching my definition of waveset, maybe somone can give me a hint?
Code: Select all
lakeWS:
    visual:
        waveset:
         shore:
            - lakeShore
            geostate:
                maxlen: 6.25
                minlen: 6.0
                ampoverlen: 0.001
                chop: 0.0
                angledev: 1
            texstate:
                maxlen: 6.25
                minlen: 0.78
                ampoverlen: 0.01
                chop: 0.5
                angledev: 1
            ripplescale: 100
            specnoise: 0.5
            specstart: 250
            specend: 1000
            depthrange:
                opac:
                    start: 0
                    end: 0.5
                refl:
                    start: 0
                    end: 1
                wave:
                    start: 0
                    end: 1
            wispiness: 0.5
            edgeopac: 1
            edgeradius: 1
            period: 1
            fingerlength: 1
            envrefresh: 3
            envradius: 200
            windspeed: 0.1

Re: Shores and waveset

PostPosted: Mon Aug 30, 2010 1:59 pm
by andylegate
Your shore object should be at the same Z height as the position of your Origin point of your waveset.

The Z height of the origin point for the waveset will be where the surface of the water actually appears in your Age. So if your origin point is 2 blender units up from the actual physical mesh of your waveset, then that is where the water's surface will appear. There for, the Z position of your shore mesh needs to be at the same Z height of your waveset. (actually, you will want to make it just a tiny bit higher to avoid conflict with the waveset.)

In my tutorial there, I do say to make sure that you move the shore mesh so that it is the same height as the water. I see now that can be confusing. I will change that to read: "Make sure your shore mesh Z height is the same as the waveset's Z height's origin point, or where the surface of the water will appear in your Age."

Re: Shores and waveset

PostPosted: Tue Aug 31, 2010 12:05 am
by Egon
I might not make my self clear:
-waveset object origin point
-shores object origin point
-vertices in shores object

They all are at the same heigh. They all have the same Z coordinate in Blender file.

Re: Shores and waveset

PostPosted: Tue Aug 31, 2010 3:59 am
by boblishman
the shores vertices should align (z) exactly with the waveset vertices at the waveset edge where the shore object is. However, the shores object centre should be very, very slightly higher than the waveset's object centre (about 0.1 units) to avoid z fighting

Re: Shores and waveset

PostPosted: Tue Aug 31, 2010 4:36 am
by Egon
boblishman wrote:the shores vertices should align (z) exactly with the waveset vertices at the waveset edge where the shore object is.


And in my situation it is.

Re: Shores and waveset

PostPosted: Tue Aug 31, 2010 5:11 am
by boblishman
the only other thing I can think of is to make sure you Apply Scale & Rotation (ctrl+A) to both the waveset and the shore meshes ... :?

Re: Shores and waveset

PostPosted: Tue Aug 31, 2010 6:00 pm
by Lontahv
Just go into the UVs and rotate your unwrapping for the shores 180 degrees.