Game Development Reference
In-Depth Information
Now it will be clearer what the rectangles were for in the wire
frame view. The top rectangle shows you the white clipping area
and the lower rectangle shows you where the shadows will clip.
You don't want to create displacement maps with clipped high-
lights or shadows, unless you're purposely intending to do so for
some reason.
The Wireframe Controls area allows you to control your view of
the wire frame waves, and that is all. None of these settings has
any bearing on the fi nal result whatsoever.
The Height Map controls are almost like a built-in Levels effect.
Normally, that wouldn't be very important, but in an effect like
Wave World, these controls become very helpful in creating the
precise fi nal product that you're looking for.
The Simulation area has overall controls. The Grid Resolution
setting controls the smoothness of the fi nal result. The default
value of 40 is useful for working quickly, but it's not the best setting
for smooth, fi nal output. I usually use a value between 100 and
150 for output. The results are noticeably smoother (Fig. 16.78).
Figure 16.78 Increasing the Grid
Resolution value to 100 smoothes
out ugly edges in our fi nal result.
The Refl ect Edges value in the Simulation area creates refl ec-
tions along certain edges of your choosing. For demonstration
purposes, I'm going to take this value to All, which will create
refl ections along all edges. Then, when waves bump into edges,
waves are refl ected back, simulating the way real waves bounce
back from surfaces (Fig. 16.79).
In the Simulation area, you can adjust the speed of the waves
(using Wave Speed), or you can adjust Pre-roll (seconds) to elimi-
nate the period at the beginning of the animation where the wave
is starting up.
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