GPNMilano wrote:Is there any reason we can't use wavsets as both water surfaces, and waterfalls?
Plasma doesn't use the vertex Z position as a "Z position"... well, in fact it does and doesn't.
Let me explain.
The water surface is supposed to be at the same height as the water's origin. In theory, every vertex is at the same height. Any transformation applied to the object's coordinate will result in the mesh you see in Blender, with a scale of 0 on the Z axis. So a plane with a rotation of 90° won't be seen in the scene (since it will look like a very thin line).
Plasma uses the Z coordinate of the vertex to calculated the depth of the water volume (and thus, water reflectivity, transparency, and density (transparency depending of viewing angle). These values can also be tweaked manually with vertex colors).
That's why Cyan often creates water meshes that match the pond shape when you see them in Blender (have a look at Gira, for instance).
However, I noticed that if Plasma meets a vertex that is ABOVE the origin's height, the vertex' Z position is USED. Some of your ponds' edges may therefore climb up and fade as they rise.
I assume this was added to make shores, as if waves could climb up a bit the shore before dying.
For more info and mathematical madness, go
here.