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TechAngel85 (talk | contribs) (→Notes) |
TechAngel85 (talk | contribs) (→Noise Properties: Added missing 'Enable Flowmap' and 'Blend Normals' settings (Skyrim Anniversary/Special Edition), Moved 3 notes the to Notes section, changed "channel" to the term used by the CK (layer) to relieve confusion) |
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==Noise Properties== | ==Noise Properties== | ||
===Texture Select=== | ===Texture Select=== | ||
Which | Which layer of the noise texture we want to adjust. Currently only use the first 3 layers (RGB channels) | ||
===Enable Flowmap=== | |||
Enables/disables use of flowmaps for waterType. | |||
===Blend Normals=== | |||
Enables/disables the blending of the normal map textures for the waterType. Used for blending two different waterTypes together that are using different noise textures (e.g. rivers blended into oceans). | |||
===Wind Direction=== | ===Wind Direction=== | ||
360 degree direction the height map is scrolled. | |||
===Wind Speed=== | ===Wind Speed=== | ||
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===Amplitude Scale=== | ===Amplitude Scale=== | ||
Determines the final scaled value of the heights in each height map | Determines the final scaled value of the heights in each height map layer. At 100%, we would be using exactly the heights that are in the texture. Since we combine all 3 height layers into a final normal, we don't want all 3 height layers to be at 100% (unless you have scaled the heights down in each layer manually already). This is because we will have height values reaching above 1.0 and cause the heights to become saturated. This would give us a very flat normal map with the incorrect wave formation. The final look would be as if all waves were at their peak and there was no falloff at all. | ||
===UV Scale=== | ===UV Scale=== | ||
Scales the size the noise texture is applied to the layer. | |||
===Noise Falloff=== | ===Noise Falloff=== | ||
This determines the falloff curve used for the strength of the normals further from the camera position. The smaller the value, the closer to the camera position will cause the normals to be scaled down until they reach 0 | This determines the falloff curve used for the strength of the normals further from the camera position. The smaller the value, the closer to the camera position will cause the normals to be scaled down until they reach 0. | ||
===Select Noise=== | ===Select Noise=== | ||
This determines what noise texture is used for | This determines what noise texture is used for the layer. In exteriors, this has to match up to the world-space water type or a warning will trigger. In interiors, the restriction is removed allowing each waterType to use whatever noise texture it desires. We only allow this since, on average, interiors run faster then exteriors. However, it will still be up to the artist/designer setting up the interior to make sure that they do not abuse the texture memory by going overboard with waterTypes using multiple unique height-maps. | ||
==Fog Properties== | ==Fog Properties== |
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