Thanks I’ll give it a try… I’ll be back if I really need further questions.
Great software BTW.
Okay so… is there any way to do a true-emitter/particle niagara scale waterfall that would run on game engines on acceptable framerate? Any suggestion or anything?
Hello Peter,
No blitzbasic and such.
I’m still just playing around with TimelineFX… and I haven’t purchased any license (yet).
One that I’m having difficulties so much is creating a very large scale waterfall (think of niagara) within the software.
I can create a simple waterfall, I did it with three emitters, using fog as the water sprite, one for the water itself, one for the impact, one for the mists. But the performance can only be acceptable on very small-scale waterfall. When I crank up the line emitter and particle count my computer started to crawling, fan started to work hard and all that.
AFAIK within video games specially the older ones, they use a simple polygon mesh with animated water stream texture on them, then they just use the particles for the impact. Even on some Unity and UDK tutorials this is what they do.
Can this be done within timelineFX? At the least I can see how the end result would be?
Here’s what I came up with :
1. I was thinking about creating one smaller-scale waterfall, export it as seamless, looped animation shape for texture
2. Create a static emitter that spawn only 1 sprite, but with the animation shape, then from there I crank up the scale.
3. Add couple of no.2 and layer them… some bit offsets but they don’t move around and stay alive forever, with transparency to add the chaos impressions.
4. Add true particles for the mists and impact and for most other details.
I’m still stuck at 1-3 on how to do them in TimelineFX
Or do you have better idea/workflow I can actually test?
Thanks in advance.