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  • With “Auto”, a maximum displacement height is determined for each frame and the other corresponding height values will be related to this maximum. This method can lead to unwanted noise. because the maximum height might change with each frame.
  • To avoid this phenomenon, “Range” can be used. Here it is possible to specify a fixed height that is valid for all frames and the pixels are calculated accordingly.

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Range

With “Displacement mode” set to “Range” you are able to limit the creation of displacement maps to a certain height, valid for all frames.

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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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Resolution

Please enter the texture's resolution in pixels here. Foam maps are always squared.

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Diffusion

This is a blurring filter. Higher values create a smoother appearance of the foam marks.

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Dissipation

Control, how fast the foam should vanish:

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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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