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problem with flag and water

quetillo

Member
A while ago I managed to give a confidence effect to a river, when it was windy the water did not move, but I put a confidence and when I hit the air it goes very fast, then I created a flag in blender, but only on one side, there is Some way to create or configure it, since I made it in a double-sided blender and when it's airy it disassembles. Thank you very much
 

Johnr777

Moderator
A while ago I managed to give a confidence effect to a river, when it was windy the water did not move, but I put a confidence and when I hit the air it goes very fast, then I created a flag in blender, but only on one side, there is Some way to create or configure it, since I made it in a double-sided blender and when it's airy it disassembles. Thank you very much
What?
 

quetillo

Member
Well, I made a flag with a blender, but in active it is not visible on one side, if I duplicate one face and one with the other, when it moves it distorts a lot and separates, the water creates a river for me, I gave it texture and in I added a configuration to the ex_confi file but if you give the river more wind, the water goes very fast.
 

Johnr777

Moderator
Well, I made a flag with a blender, but in active it is not visible on one side, if I duplicate one face and one with the other, when it moves it distorts a lot and separates, the water creates a river for me, I gave it texture and in I added a configuration to the ex_confi file but if you give the river more wind, the water goes very fast.
Try subdiving the flag mesh more.

And yes, water shader is meant to react with wind... try a different Type =
(LAKE, POND, POOL, SEA, OCEAN)
 

quetillo

Member
Try subdiving the flag mesh more.

And yes, water shader is meant to react with wind... try a different Type =
(LAKE, POND, POOL, SEA, OCEAN)
[Material_Water]
Materials = rio
; Meshes = agua ; also working as usual
WaterForceBlending=material: rio
Type =POOL ; Available values: LAKE, POND, POOL, SEA, OCEAN

; optional (defaults after "="):
UseNormalMapTwice = 0 ; use txNormal as secondary normal map
UseAlphaFromDiffuse = 0 ; use alpha-channel from txDiffuse for blending
UseAlphaFromNormal = 0 ; use alpha-channel from txNormal for blending
UseRecommendedTextures = 1 ; use recommended textures for water normals
UseRecommendedDetailTexture = 0 ; same, but only for secondary normals texture
UnevenWaterFix = 1 ; increase for uneven water meshes. messes up distant reflections
; a bit, but reduces dark self-reflecting artifacts

[Material_WaterDrain]
Materials =rio
Type = POOL ; Available values: LAKE, POND, POOL, SEA, OCEAN
[BOUNCED_LIGHT] CAUSTICS = 1

The only flaw I see is the color, but it looks more real since I see the bottom of the river


For the flag I subdivided it quite a bit, but the problem is that one side is visible to the other, I don't know how to give it a double side in ex_confi
 

Johnr777

Moderator
[Material_Water]
Materials = rio
; Meshes = agua ; also working as usual
WaterForceBlending=material: rio
Type =POOL ; Available values: LAKE, POND, POOL, SEA, OCEAN

; optional (defaults after "="):
UseNormalMapTwice = 0 ; use txNormal as secondary normal map
UseAlphaFromDiffuse = 0 ; use alpha-channel from txDiffuse for blending
UseAlphaFromNormal = 0 ; use alpha-channel from txNormal for blending
UseRecommendedTextures = 1 ; use recommended textures for water normals
UseRecommendedDetailTexture = 0 ; same, but only for secondary normals texture
UnevenWaterFix = 1 ; increase for uneven water meshes. messes up distant reflections
; a bit, but reduces dark self-reflecting artifacts

[Material_WaterDrain]
Materials =rio
Type = POOL ; Available values: LAKE, POND, POOL, SEA, OCEAN
[BOUNCED_LIGHT] CAUSTICS = 1

The only flaw I see is the color, but it looks more real since I see the bottom of the river


For the flag I subdivided it quite a bit, but the problem is that one side is visible to the other, I don't know how to give it a double side in ex_confi
Shouldnt use "drain" for your water mesh, its not what thats for.
 

quetillo

Member
Shouldnt use "drain" for your water mesh, its not what thats for.
I tried the drainage because it is the most real thing to a river, since I can see the bottom, I know it is not for that but it is the only way to see the bottom, which works well but the mesh fails
 

Johnr777

Moderator
I tried the drainage because it is the most real thing to a river, since I can see the bottom, I know it is not for that but it is the only way to see the bottom, which works well but the mesh fails
You cant see through the water because.... you have this: UseAlphaFromDiffuse = 0

But seems you got it figured out, good luck.
 

quetillo

Member
You cant see through the water because.... you have this: UseAlphaFromDiffuse = 0

But seems you got it figured out, good luck.
Sorry for my explanations, since I use a translator, but I can see the bottom line
You cant see through the water because.... you have this: UseAlphaFromDiffuse = 0

But seems you got it figured out, good luck.
Sorry for my explanations, since I use a translator, but I can see the bottom line
 

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