September 3, 201411 yr Haven't played with the values, but I'm sure the REX team is all over this for their next update... http://www.prepar3d.com/forum-5/?mingleforumaction=viewtopic&t=8192 All the water texture layers do animate based on wind, though admittedly they don't scroll nearly as fast as it seems like they should. We made the system fairly tweakable in hopes that the developer community would help us come up with the best values. We also load 5 different textures but currently they are all copies of the same texture, so there isn't nearly as much variation as their could be. If you want to play with the values, you can edit them in WaterConstants.xml which can be found in the Roaming folder along with the Prepar3D.cfg. Each of the five textures has 4 associated values in the water contstants file: 1) Wave Distance: This is the distance at which this map will fade out and no longer be used 2) Texture Scale: e texture scale (number of times this will repeat in a 4km area 3) Wind Offset: Angular offset of texture scroll from the wind direction. (allowing some maps to scroll in different directions if that is desired) 4) Wind Scalar: Scalar that will be multiplied by the simulated scroll rate based on the wind speed. So a good start would be to go in and put bigger values in the scale rates. Another thing you could play around with is tweaking the entire set to look best at the altitude you usually fly. For example instead of having a few detail maps that you can only see at low altitudes, you could configure all 5 maps to extend out further and scroll in different directions. Just note that if you will get bad tiling artifacts if you extend a texture out farther without dropping its texture scale to compensate. Beau Hollis Rendering System Lead - Prepar3D® Team
September 4, 201411 yr Ok folks, have at it ... who's gonna produce the best looking water? Cheers, Rob.
September 4, 201411 yr Awesome stuff, I need them Whitecaps (at all altitudes to have water flow effect). And I agree with Rob - someone on here has to produce the best looking water for all us to enjoy. How I Evaluate Third Party Sim Addon Developers Refined P3Dv5.0 HF2 Settings Part1 (has MaddogX) and older thread Part 2 (has PMDG 747)
September 4, 201411 yr This sounds really interesting. I'm not seeing any waves lapping against the coast from any altitude, just the occasional whitecap and shimmer below the aircraft in spot-view. I've got everything set on max so not sure why I can't see much. Will have a twiddle with that file tonight once I've backed it up Chillblast Core i5 14600KF Liquid Cooled RTX 4070 SUPER 32GB RAM. Internet: 1 Gig Fibre. HoneyComb Throttle & Flight System. UK PPL since 2006 current on PA-28, C-152, C172, Decathlon, C-42 based at EGHP.
September 4, 201411 yr The higher altitude wavesets need work... there's huge ocean waves all over the place from 3000 ft.... I wish there could be difference between lakes and oceans | My Liveries | FAA ZMP | PPL ASEL | | Windows 11 | MSI Z690 Tomahawk | 12700K 4.7GHz | MSI RTX 4080 | 64GB 6000 MHz DDR5 | 500GB Samsung 860 Evo SSD | 2x 2TB Samsung 970 Evo M.2 | EVGA 850W Gold | Corsair 5000X | HP G2 (VR) / LG 27" 1440p |
September 4, 201411 yr Subscribed Interesting will keep watch PC SPECS: WINDOWS 10 X64 , Intel Core i9 9900K @ 4.9GHz, RAM: 64GB DDR4 1800MHz, MOTHERBOARD: GIGABYTE AORUS ULTRA Z390,GPU: NVIDIA ROG STRIX ROG 3080TI 12GB
September 5, 201411 yr Awesome stuff, I need them Whitecaps (at all altitudes to have water flow effect). Yeah - I'm guessing you could use one of the 5 textures for the odd white cap....cool!
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