Sims 3 Talk:0x1F886EAD/CAW/Sea

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Time scales for normal map levels 1 and 2

Level1TimeScale=0.5 Level2TimeScale=1.3

Normal scales for levels 1 and 2

Level1NormalScale=0.35 Level2NormalScale=0.35

Water angles (in radians) for normal map levels 1 and 2

Level1WaterAngle=2.51393 Level2WaterAngle=3.26147

Angles (in radians) and heights for big waves

BigWave1Angle=3.5 BigWave2Angle=2.5 BigWave1Height=0.1 ;;0.2 BigWave2Height=0.15 ;;0.3

Time and world scales for big waves

BigWave1TimeScale=7.0 BigWave2TimeScale=12.0 BigWave1WorldScale=0.05 BigWave2WorldScale=0.1

Noise texture offset for sine wave ripples
The noise texture itself is stored in GameData/Textures/WaterWaveNoise.dds

NoiseScaleU = 0.001; NoiseScaleV = 0.001;

Global scaling rate for normal map scrolling for waves. MinimumTimeRate is independent of the game clock. ClockTimeScale is a
multiple of the game clock. A MinimumTimeRate of 0 will allow the wave motion to come to a complete halt when the game is paused.
A ClockTimeScale of 0 will make the wave animation completely independent of clock time. At least one of these needs to be nonzero
or the waves will always be frozen. Note that this is just for sea; ponds have their own value.

MinimumTimeRate = 0.05; ClockTimeScale = 0.001;

Sun vertical stretch factor
Sun radius and falloff function can be adjusted by editing GameData/Textures/WaterSunSpecular.dds
This variable is being used for the ponds as well... let Dan C know if this needs to be separated.

SunStretchFactor = 1.9;

Depth upto which under-water terrain is visible. Under-water terrain is tinted with water color with an alpha
that is 0 at water surface and 1 at "UnderWaterVisibilityDepth".

UnderWaterVisibilityDepth = 0.2;

THIS NO LONGER WORKS
MIP selection parameters
the water shader uses a the MIP level lookup of a dummy grayscale texture to determine
the relative influence of the blurry+flat versus crisp+rippled effect. The texture used for this can be
adjusted by changing WaterMipSampler.dds. Adjusting the tiling density will affect which mip levels get chosen, thus setting the
beginning and endpoints for the MIP lookups. Higher numbers mean blurrier water.

MipLookupScaleU = 0.015; MipLookupScaleV = 0.015;

Defines the water depth at which murkiness completely takes over. 0 is always clear(refractively) and any depth above this
value will be dominated by the Sea Water Color defined by the weather timeline (unless it's being reflective due to fresnel).
Lower numbers mean murkier water.
Note that this value gets baked into the verts at geometry generation time, and currently is not getting re-applied per-frame.

WaterDepthFactor = 8.0;

amount of difraction in the shoreline lookup

RefractionDistortionScale = 2.0;


controls blend of shoreline depths. ShoreDepthStart cannot be zero since it is used in a division operation.

ShoreDepthStart = 2.0; ShoreDepthEnd = 0.0;

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