M_Waterfall is set to Translucent blend mode under the Surface domain with Unlit shading for efficiency and control, uses Texture Coordinates modified through multiple operations to pan the UVs vertically, representing downward water flow. A Dynamic Parameter allows particle systems to drive animation speed and distortion scale in real time. Two sets of Lerp and Multiply nodes blend between lighter and deeper tones of blue, giving the material depth and a shimmering effect. The Emissive Color output is tied to a combination of particle color and brightness control, producing glowing highlights that mimic sunlight reflection. The Opacity output is modulated by sine-based waves to simulate transparency variation as the water moves.
NS_Waterfall contains two emitters using the custom material. Each emitter spawns particles from a sphere location and applies linear downward velocity to emulate gravity-driven water flow. The Dynamic Material Parameters module connects to the material’s dynamic inputs, enabling animation speed and color variance per emitter. The Align Sprite to Mesh Orientation ensures the particle planes always face the camera, keeping the waterfall visually coherent from all angles. By layering two emitters slightly offset in timing and scale, the system achieves a more natural “sheeted” water appearance with subtle parallax.



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