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Old 05-20-13, 03:41 PM   #4
gap
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Join Date: Jan 2011
Location: CJ8937
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Quote:
Originally Posted by volodya61 View Post
Okay.. what is fast PG?
As I understand it, but take my statements with a pinch of salt, they are low detail particle generators, but with an higher refresh rate than other similar controllers. As their name suggests, they are used for very fast moving/evolving effects such as shell tracers and, more in general, when quick calculation and fast rendering on screen if preferble over detail.

Quote:
Originally Posted by volodya61 View Post
OK
Gabriele, you textures are as good as always but.. see below..

...

I replaced here your pierreE2 texture with the smoke_dirt_splash texture of Rosomaha's archive..
What do you think about - to dirty a little both textures (pierreE and PierreE2).. I think slightly dirty texture looks more pleasurable and plausible..
And your last water drops looks too white and bright also..

It's only my opinion, don't throw stones at me ..
Not at all. I will make pierre_E (vapour texture) a bit darker. If it won't be enough, I will make the same with pirre_E (water texture), but I think that some contrast between clean water and dirty vapour/smoke will make for a nice effect

Quote:
Originally Posted by volodya61 View Post
It's beta-version..
I think, it remains to add the finishing touches.. just slightly change some textures..
WOW, I think this is the first time I see the whole effect after your tweaks. Looks impressive

Quote:
Originally Posted by volodya61 View Post
That's what I'm talking about ..
Before anything else, try setting waterdrop's IsDensityModifierActive property to 1 (true). Currently it is set to false. And as you are at it, replace splashvertadd05 with splashvertadd03
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