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Here you can define a force for creating river-like surfaces, where objects will be pushed in direction of the given “Stream angle”. Please take a look at → “Quick Start Tutorials - RealWave-Wave Object Interaction” for a workflow description.

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  • To save the foam maps they have to be activated manually under in the → "Export Central" panel.
  • With an object'sobject’s or standard emitter'sparticles emitter’s “Texture strength” it is possible to control their contribution to the maps.

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You can either enter a fixed value, valid for the static points of the entire mesh, or load a texture. The depth map's patterns are translated into static points and act like obstacles, where the waves are reflected. Right-click on the chessboard and choose “Load texture”. Information about how to work with maps are given under → “Quick Start Workflows - Parameter Maps”.

Particle layer

This option bounds particles to the vertices and polygons of a RealWave surface. "Particle layer” is often used to connect the particles from emitters (→ "RW Crest Splash" and → "RW Object Splash") with RealWave surfaces and mesh them together.

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