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Vertical Fade Level | rendDisplFade, rendDisplVertFade – Specifies a vertical zone  – How high above the Ocean Level, where the displacement will be strongest. Above this zone there  the displacement will stop having effect. This option is needed for ocean simulations where you have liquid flying or splashing high above the ocean surface, so that the ocean displacement will affect only the calm ocean surface, but will not displace the liquid flying high above the ocean, or you would be able to see small pieces of liquid move up and down as they fly due to the ocean waves displacement. Above the Vertical Fade Level there will be no displacement at all, and inside this zone below it the displacement will be strongest near the Ocean Level and will gradually be reduced moving up from the ocean surface. This is needed so that the ocean displacement would be applied only near the ocean surface and not to any simulated fluid splashing high above the ocean surface. This parameter is a percentage of the grid height, just as the Ocean Level option.

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Fade Volume | usefadeobjfadeobj –  Specifies a geometry that is going to be used to zero out the displacement inside its volume. There will be no displacement inside this object and outside it the  –  There will be no displacement inside this geometry object, and outside it the displacement will be gradually reduced at a distance specified by the Volume Fadeout Distance parameter. This is useful if you have a geometry such as a sea vessel moving in high displaced waves, or a static geometry such as a beach into which the fluid is splashing. In these cases, you can use these geometries as fade volumes and use small Fadeout Distance around them, so the displaced liquid mesh and the objects would match precisely - otherwise the displacement may pull away the liquid from such geometries or force the liquid to penetrate them.

Volume Fadeout Distance | displgeomfade – Specifies the distance in world units around the object where the displacement will fade out.

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