WaterType: Difference between revisions

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229 bytes added ,  8 December 2021
(→‎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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* '''Wind Direction''': Texture is not rotated, but rather the texture coordinates are scrolled based on the 360 degree vector direction. ​What this means is, users have to build any direction of the wave patterns into the height-map if some sort of actual directional movement is desired. (e.g. Users wouldn't want waves built on the Y-axis to scroll along the Y-axis causing the waves to appear to move sideways. Instead users would want them to scroll on the perpendicular X-axis so they appear to be moving forward in 3D space.)
* '''Wind Direction''': Texture is not rotated, but rather the texture coordinates are scrolled based on the 360 degree vector direction. ​What this means is, users have to build any direction of the wave patterns into the height-map if some sort of actual directional movement is desired. (e.g. Users wouldn't want waves built on the Y-axis to scroll along the Y-axis causing the waves to appear to move sideways. Instead users would want them to scroll on the perpendicular X-axis so they appear to be moving forward in 3D space.)
* '''UV Scale''': (original note; may not be accurate) We can scale down any specific height map channel to tile if necessary. I would recommend against using this per-height map channel. A better solution is just to generate the scales you want when you generate the height map channel to begin with. This is better suited for re-using the same height map on a different water surface but allowing you to get some different results to make the water surface look more unique while still using the same height map texture memory. Since artists are restricted to 1 height map per-world-space, this is a good way to have multiple waterTypes that still look different from each other while still using the same height map data.
* '''UV Scale''': (original note; may not be accurate) We can scale down any specific height map channel to tile if necessary. I would recommend against using this per-height map channel. A better solution is just to generate the scales you want when you generate the height map channel to begin with. This is better suited for re-using the same height map on a different water surface but allowing you to get some different results to make the water surface look more unique while still using the same height map texture memory. Since artists are restricted to 1 height map per-world-space, this is a good way to have multiple waterTypes that still look different from each other while still using the same height map data.
* '''Noise Falloff''': It is possible to have these values high enough so that the normals are at 100% across the entire 5x5 region. However, they will currently not blend correctly into the LOD water unless a solution is found.


[[Category:WorldData]]
[[Category:WorldData]]
[[Category:Object Classes]]
[[Category:Object Classes]]
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