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Originally Posted by volodya61
Okay.. what is fast PG? 
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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
OK 
Gabriele, you textures are as good as always but.. see below..
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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  ..
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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
It's beta-version..
I think, it remains to add the finishing touches.. just slightly change some textures..
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WOW, I think this is the first time I see the whole effect after your tweaks. Looks impressive
Quote:
Originally Posted by volodya61
That's what I'm talking about  ..
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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