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Realistic Waterfall?
Archive: 11 posts
Has anyone got any ideas on how create a realistic looking waterfall? The aspect I'm having trouble with is where the waterfall itself meets with the pool of water it enters, I need a method of creating a convincing mist/spray effect. I've tried using smoke machines, but they don't look brilliant and cause a lot of lagging. I've also thought about emitters but they make such a ridiculous sound whenever they emit anything it will spoil the overall effect. Can any one help? EDIT: Solved! Rotating holograms do the trick! http://img857.imageshack.us/img857/8629/img0125h.jpg | 2011-03-24 02:32:00 Author: Xaif Posts: 365 |
Yes. You can unlock a waterfall material. (Its not actually water mind, just an animated glass block, One way, if you have unlocked this or the cloud material, Make a pool of water out of either material *say use the waterfall one) now make a flat 4w x 8h out of waterfall material and have it going into the pool now. on the bottom of this 'waterfall' piece place a smoke emmiter and set it to visivle-no, colour to the same as the holographic material and the size to something low. This will give you a nicve mist effect. Now in the tools bag (page 1/1) find the UV TOOL. And select the waterfall part you can now rotate the animated material so its animating downward instead of upward. make the animated speed of thi waterfall material fast. Now on the pool where its going to look like is flowing into , make the animated speed something slow and using the UV TOOL make it look like its flowing left or right. Hope that helps Ah sorry. Disnt read the smoke emmiter part. Its not exactly what you want, but set up the waterfall/pool as before. but instead of a smoke emmiter, put 2 normal emmitersat the bottom of the waterfall piece with and set them to emmit 20 at a time, lifetime of 0.2 and frequency of 2. Now the object they will emmit is a water droplet, but attached to it is a microchip. On this chip is a material tweaker with the audio turned off. Its not perfect but will lesten the sound. Also on the chip place a sound object for water. save this object and emmit. Its an idea in any way | 2011-03-24 03:01:00 Author: Sean88 Posts: 662 |
Could you shoot water (projectile) into a wall to make it 'splash'. Thus you could make some spray effect using a few of these emitters. | 2011-03-24 04:24:00 Author: SSTAGG1 Posts: 1136 |
An alternative to smoke generators is the gas tool. Lethal gas is constant, sticks in place, maintains the rough shape you gave it and looks realistic. Its only downside is that it is always deadly. | 2011-03-24 08:18:00 Author: Antikris Posts: 1340 |
That'd be good Could always use that thin-layer gas, glitched or however it is that you make it. Never tested it myself, but apparently it looks like gas, though it's completely harmless. But the deadly default version of it would be more flexible per say, and given the downside is a rather bad one for something as a waterfall, I think I'd personally go with smoke machines in this particular case. | 2011-03-24 10:37:00 Author: MonarioBabii Posts: 128 |
I've put one smoke machine on each side of my waterfall and used a thin long rectangle of gas underneth at the bottom. Another way is to fiddle with the fog/lighting settings on the global settings tweaker or level settings. Also, do some research and look at how others have done their waterfall in levels on the lbp.me site. | 2011-03-24 11:00:00 Author: LittleBigDes Posts: 920 |
use that cotton ball decor on the bottom of the waterfall. | 2011-03-24 22:04:00 Author: Undifined Posts: 13 |
I probably should have elaborated a bit on my setup. My pool of water is actually real water, as in the global water level, not a block of material. I'm then using the waterfall material to make a thin sheet running down the wall into this water pool. Here lies my problem, it looks terrible where these two join, so I need a mist effect that looks convincing and covers it up. I've tried smoke machines, but they look pretty naff as they're random and I don't want to use emitters as you can't disable the noise they make on each emission. I have seen examples in other people's level with what a few of you mention where they use the poison gas, and it really does look effective. Is there a glitch to stop it being deadly? The player needs to be able to pass the waterfall so having it kill them isn't ideal, and will be very difficult to explain why the mist off a waterfall should kill them. =/ I haven't even had a need for it in any of my levels yet so I know next to nothing about it it, guess I'll have a play around later. Thanks for all of your responses, I wasn't sure if there was a really simple way to get this effect I wasn't aware of, but it seems there isn't. Gonna have to get creative here! | 2011-03-25 02:01:00 Author: Xaif Posts: 365 |
If you put tags on emitted objects it can cancel the sounds of the emitted objects. | 2011-03-25 07:55:00 Author: Shadow_Wolf_1987 Posts: 108 |
If you put tags on emitted objects it can cancel the sounds of the emitted objects. Huh? Are you sure? I thought you had to use either another Sound Oobject set to "On Creation", or maybe a Material Tweaker with Pysical Sounds set to "Off"... | 2011-03-25 11:05:00 Author: Slaeden-Bob Posts: 605 |
I came up with a solution! I've used different sized 'irrelgular' circular holograms. Another issue was that I didn't want it to stop my sackboy getting through, so physical materials and decorations weren't an option. I've set these rotating at varying speeds between 600~800 and in different directions. It looks effective in motion. If I have sufficient thermometer space once I've finished I'll add more components to it and special effects I guess. Thanks for everyone's help! http://img857.imageshack.us/img857/8629/img0125h.jpg | 2011-03-26 17:22:00 Author: Xaif Posts: 365 |
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