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ADJUSTING THE QUALITY OF CHARACTER INTERACTIONS

Set TopicsSET TOPICSep 25, 2026Original source
  1. 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
  1. 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
  1. 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
  1. 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