Skip to contentADJUSTING THE QUALITY OF CHARACTER INTERACTIONS
- brush size
- usually, we detect SK_Meshes (characters) using their bones - technically: points
- ninja is “painting strokes” for each point
- there is an option to adjust brush size - “how big the paint stroke is”, here:
/LiveComponent /LiveInputPoints /SkeletalMeshBrushSize
- brush velocity
- the amount of injected velocity also influences how big the ripples are
- try to adjust the values under the “BrushVelocity” parameter group:
/LiveComponent /LiveInputPoints /BrushVelocity
- sim resolution
- often times, it is the ratio between sim resolution and sim size, that influences, how detailed our ripples are (sim texel density)
- if the amount of sim texels for a given area is low, the way objects interact with the fluid looks rough
- we can help with this by reducing the sim area size (ExtentsXYZ), or increasing sim resolution - or both
- sim speed also matters
- we can make adjustments in the Output Material
- there is a specific param group called
MeshDistortion to adjust ripple height - and how ripples are calculated
- using lower mesh distortion value gives more subtle ripples
- instead of using
pressure, we can define divergence as distortion source under the “Normals” Param Group - this gives sharper normals and geometry