Shores and waveset

If you feel like you're up to the challenge of building your own Ages in Blender or 3ds Max, this is the place for you!

Shores and waveset

Postby Egon » Mon Aug 30, 2010 10:36 am

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 3061 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
Egon #2052375
Who You gonna call? Guild of Doorcallers! #5356672
Eder Tsogal/Delin Marathon
Image
User avatar
Egon
 
Posts: 284
Joined: Fri Nov 16, 2007 9:45 pm

Re: Shores and waveset

Postby andylegate » Mon Aug 30, 2010 1:59 pm

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."
"I'm still trying to find the plKey for Crud!"
Image
Blender Age Creation Tutorials
3DS Max Age Creation Tutorials
User avatar
andylegate
 
Posts: 2348
Joined: Mon Oct 01, 2007 7:47 am

Re: Shores and waveset

Postby Egon » Tue Aug 31, 2010 12:05 am

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.
Egon #2052375
Who You gonna call? Guild of Doorcallers! #5356672
Eder Tsogal/Delin Marathon
Image
User avatar
Egon
 
Posts: 284
Joined: Fri Nov 16, 2007 9:45 pm

Re: Shores and waveset

Postby boblishman » Tue Aug 31, 2010 3:59 am

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
when it comes to Age creation ... "DOH" seems to be my middle name...
User avatar
boblishman
 
Posts: 882
Joined: Fri Oct 05, 2007 4:47 pm
Location: Spain

Re: Shores and waveset

Postby Egon » Tue Aug 31, 2010 4:36 am

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.
Egon #2052375
Who You gonna call? Guild of Doorcallers! #5356672
Eder Tsogal/Delin Marathon
Image
User avatar
Egon
 
Posts: 284
Joined: Fri Nov 16, 2007 9:45 pm

Re: Shores and waveset

Postby boblishman » Tue Aug 31, 2010 5:11 am

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 ... :?
when it comes to Age creation ... "DOH" seems to be my middle name...
User avatar
boblishman
 
Posts: 882
Joined: Fri Oct 05, 2007 4:47 pm
Location: Spain

Re: Shores and waveset

Postby Lontahv » Tue Aug 31, 2010 6:00 pm

Just go into the UVs and rotate your unwrapping for the shores 180 degrees.
Currently getting some ink on my hands over at the Guild Of Ink-Makers (PyPRP2).
User avatar
Lontahv
Councilor of Artistic Direction
 
Posts: 1331
Joined: Wed Oct 03, 2007 2:09 pm


Return to Building

Who is online

Users browsing this forum: No registered users and 7 guests