Home › Forums › TimelineFX Editor › Just stumbled onto this software… › Re: Re: Just stumbled onto this software…
I would think that way most games achieve this would be to have a mesh that would be the main part of the waterfall and use a seamless animated texture that you could create in timelinefx to texture it. You could overlay that with a much less dense realtime particle emitter to make it look more random and complex at much less cost. Then at the bottom of the water fall use some rising mist emitters combined maybe with a few splashes. I’ve seen some games put splashes at the top of the waterfall but this doesn’t make sense to me unless maybe there’s rocks at the top that the water is hitting, so maybe a few splash effects if there is but that would be enough I think.
I would use animated particles for the mist as well as they can help things look a lot more complex at much less cost becasue you don’t have to use as many particles at once. I think there’s some animated particles that might work well in the environment library.