Water and Ripple direction
by Mitovo · in Torque 3D Beginner · 09/20/2014 (1:01 pm) · 2 replies
Hello everyone,
So, while I have a hard time believing this question has never been asked before, my searching has yielded no answers. So, I decided to ask (again?).
I guess the simplest way to go about this is just to ask: "Is there any comprehensive documentation on all water block settings, particularly the wave and ripple settings for direction, etc?"
I've looked in the official documentation and have searched elsewhere, and I can't find any kind of information on how to get the water waves/ripples to flow the direction I want them to.
In other programs, I've seen a setup where it runs counter-clockwise, starting with 0 being "right", 90 being "up", 180 being "left" and 270 being "down". Of course, that's usually been in a 2D context, where there's only 2 axis to worry about. As it relates to actual angles, it actually makes sense to do it that way.
However, it seems the settings in T3D deal with floating point numbers going from 0 to 1. That, and there's two numbers, not just one, so that's also kind of confusing.
Can someone either explain how that all works, or perhaps point to some kind of resource that does? I've tried messing with it, changing settings to see what happens, and I'm at a complete loss.
Thanks in advance.
So, while I have a hard time believing this question has never been asked before, my searching has yielded no answers. So, I decided to ask (again?).
I guess the simplest way to go about this is just to ask: "Is there any comprehensive documentation on all water block settings, particularly the wave and ripple settings for direction, etc?"
I've looked in the official documentation and have searched elsewhere, and I can't find any kind of information on how to get the water waves/ripples to flow the direction I want them to.
In other programs, I've seen a setup where it runs counter-clockwise, starting with 0 being "right", 90 being "up", 180 being "left" and 270 being "down". Of course, that's usually been in a 2D context, where there's only 2 axis to worry about. As it relates to actual angles, it actually makes sense to do it that way.
However, it seems the settings in T3D deal with floating point numbers going from 0 to 1. That, and there's two numbers, not just one, so that's also kind of confusing.
Can someone either explain how that all works, or perhaps point to some kind of resource that does? I've tried messing with it, changing settings to see what happens, and I'm at a complete loss.
Thanks in advance.
About the author
#2
Okay I'll give that a shot.
Thanks!
09/20/2014 (1:42 pm)
Ahhh okay. That actually makes sense, when you relate it to the x and y axis. Okay I'll give that a shot.
Thanks!
Torque 3D Owner Joseph Mueller