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Ocean looks like an acrylic painting?

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Here is an examle of unatural looking water with linear pattern that doesn't move much, especially when you are high up.  My water does move, but it is not noticeable from high up looking across the ocean.  Instead you see this repeating pattern of static lines that look like a painting.  They also shimmer giving off a strange effect. 

 

11jls1d.jpg

 

Here is one that shows the water looks OK with movement but only from certain angles.

 

izvnd3.jpg

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Those backup files did not solve the problem, Jim.

 

I guess you're SOL, I wish I could give you my water, the animations are lost on me, I spend most of my time flying around deserts in the southwest US, lol.

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Regardin that photo up there, the water does indeed appear to move from altitude on Slew mode with the sun shinging on it or when you are down low.  My waves indeed move with the wind up, but the effect from altitude is still that of a big blue painting.

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Here is an examle of unatural looking water with linear pattern that doesn't move much, especially when you are high up.  My water does move, but it is not noticeable from high up looking across the ocean.  Instead you see this repeating pattern of static lines that look like a painting.  They also shimmer giving off a strange effect. 

 

11jls1d.jpg

 

Here is one that shows the water looks OK with movement but only from certain angles.

 

izvnd3.jpg

 

Have to agree with you there.

 

With animation the water can look very good at altitude as long as you are looking into the sun plus or minus about 20 degrees.

 

The big problem is how the water looks at any other angle and it is not good with either animation on or off.

 

gb.

.


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My problem is that the texture pattern that is supposed to represent waves is completely static with the Sun shining on it! The effect is ridiculous. It makes the sea look like those wave patterns in the mud that you can see when the tide goes out.


Christopher Low

UK2000 Beta Tester

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Chris, I reinstalled v3 from scratch in win10. I have to say I cant see that anything was installed diferently but I CAN see water animation. This is both at a very low level with true animated waves (water slider ultra, tesselation at max) and at higher altitudes with wave 'animation' where there are essentially 2 textures, one is your standard water texture which moves slightly in one direction, and the other (one of the oceanwaveheight textures) which also moves but at an angle. In the latter, this gives the illusion of wave movement. That was default P3D, I have now introduced Rex4TD and can testify that works as well :) Cheers K


Kevin Firth - i9 10850K @5.2; Asus Maximus XII Hero; 32Gb Cas14 3200 DDR4; RTX2080Ti

Beta tester for: UK2000; JustFlight; VoxATC; FSReborn; //42

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@Christopher and other having this problem

 

I spent some time over the weekend investigating this, and would have liked to make a video, but just did not get around to it. So here is what I think is the problem, and has not been mentioned in this thread. It also clear a bit about why some say REX4TD works, but REX3 does not.

 

Have a look in your Users/username/AppData/Roaming/Lockheed Martin/Prepar3D folder for a file WaterConstants.xml (make a backup if you are going to try my suggestions)

 

Note that if you have injected water textures and animation with REX 4 Texture Direct, you will see a WaterConstants.xml and a WaterConstants.xml.org file. REX4TD overwrites the original LM version, and saves the LM version in the .org copy, so to see what LM did in the original, you need to look at the .org version

 

OK lets look at LM's original WaterConstants.xml (or .org if you have used REX4TD)

 

<?xml version="1.0" encoding="UTF-8"?>

<SimBase.Document Type="WaterConstantFile" version="1,0" id="WaterConstants">

<Descr>AceXML Document</Descr>

<Filename>WaterConstants.xml</Filename>

<WaterConsts.ConstantSet>

<ShaderP3D>

<fSpecularPower>124.0000</fSpecularPower>

<fSpecularBlend>0.2750</fSpecularBlend>

<fSpecularBoost>1.0125</fSpecularBoost>

<fWhiteCapPower>1.0000</fWhiteCapPower>

<fTextureScale0>128.0000</fTextureScale0>

<fTextureScale1>48.0000</fTextureScale1>

<fTextureScale2>16.0000</fTextureScale2>

<fTextureScale3>5.0000</fTextureScale3>

<fTextureScale4>1.0000</fTextureScale4>

<fWaveDistance0>250.0000</fWaveDistance0>

<fWaveDistance1>1100.0000</fWaveDistance1>

<fWaveDistance2>4000.0000</fWaveDistance2>

<fWaveDistance3>16000.0000</fWaveDistance3>

<fWaveDistance4>24000.0000</fWaveDistance4>

<fWindOffset0>0.0489</fWindOffset0>

<fWindOffset1>0.0489</fWindOffset1>

<fWindOffset2>0.0489</fWindOffset2>

<fWindOffset3>0.0489</fWindOffset3>

<fWindOffset4>0.0489</fWindOffset4>

<fWindScalar0>-0.1000</fWindScalar0>

<fWindScalar1>0.7500</fWindScalar1>

<fWindScalar2>0.2500</fWindScalar2>

<fWindScalar3>0.3250</fWindScalar3>

<fWindScalar4>0.3750</fWindScalar4>

</ShaderP3D>

<Wave>

</Wave>

</WaterConsts.ConstantSet>

</SimBase.Document>

 

The <fWindsScalar4>0.3750</fWindScalar4> is the problem in a default installation. This value controls the speed of scrolling of the dominant wave texture and the one seen from greater heights. The default value is far too small, an​d results in a completely static pattern seen from higher altitudes - as Christopher describes like waves on a mudflat when the tide goes out. Even if you use REX 3 Essential to inject a new pattern, it is frozen, because REX3 does not modify the default WaterConstants.xml file!

 

Now REX has recognized this problem, so if you inject a texture and wave animation with REX4TD (REX3 is due for a SP4 fairly soon that may do something similar to REX4), you will see this file modified to look like this;

 

 

<?xml version="1.0" encoding="UTF-8"?>

<SimBase.Document Type="WaterConstantFile" version="3,0">

<Descr>AceXML Document</Descr>

<WaterConsts.ConstantSet>

<ShaderP3D>

<fSpecularPower>124.0000</fSpecularPower>

<fSpecularBlend>0.2750</fSpecularBlend>

<fSpecularBoost>1.0125</fSpecularBoost>

<fWhiteCapPower>1.0000</fWhiteCapPower>

<fTextureScale0>128.0000</fTextureScale0>

<fTextureScale1>48.0000</fTextureScale1>

<fTextureScale2>16.0000</fTextureScale2>

<fTextureScale3>5.0000</fTextureScale3>

<fTextureScale4>1.0000</fTextureScale4>

<fWaveDistance0>250.0000</fWaveDistance0>

<fWaveDistance1>1100.0000</fWaveDistance1>

<fWaveDistance2>4000.0000</fWaveDistance2>

<fWaveDistance3>16000.0000</fWaveDistance3>

<fWaveDistance4>120000.0000</fWaveDistance4>

<fWindOffset0>0.0000</fWindOffset0>

<fWindOffset1>0.0000</fWindOffset1>

<fWindOffset2>0.0000</fWindOffset2>

<fWindOffset3>0.0000</fWindOffset3>

<fWindOffset4>0.0000</fWindOffset4>

<fWindScalar0>-0.1000</fWindScalar0>

<fWindScalar1>-2.7500</fWindScalar1>

<fWindScalar2>-1.2500</fWindScalar2>

<fWindScalar3>3.3250</fWindScalar3>

<fWindScalar4>3.3750</fWindScalar4>

</ShaderP3D>

<Wave>

</Wave>

</WaterConsts.ConstantSet>

</SimBase.Document>


Note that REX4TD changes the <fWindScalar4> value to  3.3750, 10X more than the default (as they do for the other values as well). They also change the <fWaveDistance> values, in the case of no-4 to a value in lower earth orbit, which I think is a bit needless. Does this work? Well yes, but you still have to look very carefully in slew to see that wave texture moving, and it does - at a snails pace! But users of REX4TD are probably happier that users of the default, who only see movement in the sun-reflection area.

 

So I have experimented more, and based on the theory that these bigger ocean waves (longest wavelength) in reality do move at rather high speeds, I have a MOD for the WaterContants.XML file that looks like this;

 

 

<?xml version="1.0" encoding="UTF-8"?>

<SimBase.Document Type="WaterConstantFile" version="3,0">

<Descr>AceXML Document</Descr>

<WaterConsts.ConstantSet>

<ShaderP3D>

<fSpecularPower>124.0000</fSpecularPower>

<fSpecularBlend>0.2750</fSpecularBlend>

<fSpecularBoost>1.0125</fSpecularBoost>

<fWhiteCapPower>1.0000</fWhiteCapPower>

<fTextureScale0>128.0000</fTextureScale0>

<fTextureScale1>48.0000</fTextureScale1>

<fTextureScale2>16.0000</fTextureScale2>

<fTextureScale3>5.0000</fTextureScale3>

<fTextureScale4>1.0000</fTextureScale4>

<fWaveDistance0>250.0000</fWaveDistance0>

<fWaveDistance1>1100.0000</fWaveDistance1>

<fWaveDistance2>5000.0000</fWaveDistance2>

<fWaveDistance3>10000.0000</fWaveDistance3>

<fWaveDistance4>40000.0000</fWaveDistance4>

<fWindOffset0>0.0000</fWindOffset0>

<fWindOffset1>0.0000</fWindOffset1>

<fWindOffset2>0.0000</fWindOffset2>

<fWindOffset3>0.0000</fWindOffset3>

<fWindOffset4>0.0000</fWindOffset4>

<fWindScalar0>0.1000</fWindScalar0>

<fWindScalar1>2.7500</fWindScalar1>

<fWindScalar2>1.2500</fWindScalar2>

<fWindScalar3>3.3250</fWindScalar3>

<fWindScalar4>5.5000</fWindScalar4>

</ShaderP3D>

<Wave>

</Wave>

</WaterConsts.ConstantSet>

</SimBase.Document>


I up the <fWindScalar4> value to 5.500, can even can try values as high as 6.3. I also change the <fWaveDistance> 1 to 4 values to a set that experimentally gives me what I like, but you can play with these. Now I get action. No matter what texture I inject from REX4 or REX 3 it moves obviously against reference objects (coast, ships, and in slew a static plane has obvious relative motion against the texture background). Obviously when injecting with REX4TD, it now copies my modified .xml to .org, so I have to keep restoring the .org file as the .xml file. with REX3 I just inject and go.

 

Some notes;

 

  • When making changes to WaterConstants.xml, delete the shader files in Users/yourname/AppData/Local/Lockheed Martin/Prepar3D V3/Shaders and let Prepar3D rebuild them on the next run.
  • The texture can only be made to scroll N to S or S to N (+5.500 for <fWindScalar4> is a N-S scroll, a -ve 5.500 will give S-N scrolling). This is fixed, and the wind-direction and speed have no effect on this. Kind of like big ocean swells may not be affected by local wind, but I still wish more directions could be used, or there was some modification of the wave-direction against a coastline. That would also give more "sense" of movement.
  • Your small inland rivers, dams and ponds will have the same fast-moving mega-waves. A bit off-putting.
  • The fully animated, smaller waves are affected by wind, but in the wrong direction (a wind from the north will make the waves move towards the north, etc), and LM have noted this, found the problem, and say it will be fixed in 3.1.

 

Still looking forward to see what improvements are made in 3.1. If major changes are made, the WaterConstants.xml file may go out the window. If not, keep a backup of any mods you make that work for you, in case they release the same old version and it goes back to being a static show. Let us see.

 

So Christopher, please try my mods and see if that works for you!

 

Rob

  • Upvote 1

Robin Harris
 

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@Christopher and other having this problem

 

I spent some time over the weekend investigating this, and would have liked to make a video, but just did not get around to it. So here is what I think is the problem, and has not been mentioned in this thread. It also clear a bit about why some say REX4TD works, but REX3 does not.

 

Have a look in your Users/username/AppData/Roaming/Lockheed Martin/Prepar3D folder for a file WaterConstants.xml (make a backup if you are going to try my suggestions)

 

Note that if you have injected water textures and animation with REX 4 Texture Direct, you will see a WaterConstants.xml and a WaterConstants.xml.org file. REX4TD overwrites the original LM version, and saves the LM version in the .org copy, so to see what LM did in the original, you need to look at the .org version

 

OK lets look at LM's original WaterConstants.xml (or .org if you have used REX4TD)

 

<?xml version="1.0" encoding="UTF-8"?>

<SimBase.Document Type="WaterConstantFile" version="1,0" id="WaterConstants">

<Descr>AceXML Document</Descr>

<Filename>WaterConstants.xml</Filename>

<WaterConsts.ConstantSet>

<ShaderP3D>

<fSpecularPower>124.0000</fSpecularPower>

<fSpecularBlend>0.2750</fSpecularBlend>

<fSpecularBoost>1.0125</fSpecularBoost>

<fWhiteCapPower>1.0000</fWhiteCapPower>

<fTextureScale0>128.0000</fTextureScale0>

<fTextureScale1>48.0000</fTextureScale1>

<fTextureScale2>16.0000</fTextureScale2>

<fTextureScale3>5.0000</fTextureScale3>

<fTextureScale4>1.0000</fTextureScale4>

<fWaveDistance0>250.0000</fWaveDistance0>

<fWaveDistance1>1100.0000</fWaveDistance1>

<fWaveDistance2>4000.0000</fWaveDistance2>

<fWaveDistance3>16000.0000</fWaveDistance3>

<fWaveDistance4>24000.0000</fWaveDistance4>

<fWindOffset0>0.0489</fWindOffset0>

<fWindOffset1>0.0489</fWindOffset1>

<fWindOffset2>0.0489</fWindOffset2>

<fWindOffset3>0.0489</fWindOffset3>

<fWindOffset4>0.0489</fWindOffset4>

<fWindScalar0>-0.1000</fWindScalar0>

<fWindScalar1>0.7500</fWindScalar1>

<fWindScalar2>0.2500</fWindScalar2>

<fWindScalar3>0.3250</fWindScalar3>

<fWindScalar4>0.3750</fWindScalar4>

</ShaderP3D>

<Wave>

</Wave>

</WaterConsts.ConstantSet>

</SimBase.Document>

 

The <fWindsScalar4>0.3750</fWindScalar4> is the problem in a default installation. This value controls the speed of scrolling of the dominant wave texture and the one seen from greater heights. The default value is far too small, an​d results in a completely static pattern seen from higher altitudes - as Christopher describes like waves on a mudflat when the tide goes out. Even if you use REX 3 Essential to inject a new pattern, it is frozen, because REX3 does not modify the default WaterConstants.xml file!

 

Now REX has recognized this problem, so if you inject a texture and wave animation with REX4TD (REX3 is due for a SP4 fairly soon that may do something similar to REX4), you will see this file modified to look like this;

 

 

<?xml version="1.0" encoding="UTF-8"?>

<SimBase.Document Type="WaterConstantFile" version="3,0">

<Descr>AceXML Document</Descr>

<WaterConsts.ConstantSet>

<ShaderP3D>

<fSpecularPower>124.0000</fSpecularPower>

<fSpecularBlend>0.2750</fSpecularBlend>

<fSpecularBoost>1.0125</fSpecularBoost>

<fWhiteCapPower>1.0000</fWhiteCapPower>

<fTextureScale0>128.0000</fTextureScale0>

<fTextureScale1>48.0000</fTextureScale1>

<fTextureScale2>16.0000</fTextureScale2>

<fTextureScale3>5.0000</fTextureScale3>

<fTextureScale4>1.0000</fTextureScale4>

<fWaveDistance0>250.0000</fWaveDistance0>

<fWaveDistance1>1100.0000</fWaveDistance1>

<fWaveDistance2>4000.0000</fWaveDistance2>

<fWaveDistance3>16000.0000</fWaveDistance3>

<fWaveDistance4>120000.0000</fWaveDistance4>

<fWindOffset0>0.0000</fWindOffset0>

<fWindOffset1>0.0000</fWindOffset1>

<fWindOffset2>0.0000</fWindOffset2>

<fWindOffset3>0.0000</fWindOffset3>

<fWindOffset4>0.0000</fWindOffset4>

<fWindScalar0>-0.1000</fWindScalar0>

<fWindScalar1>-2.7500</fWindScalar1>

<fWindScalar2>-1.2500</fWindScalar2>

<fWindScalar3>3.3250</fWindScalar3>

<fWindScalar4>3.3750</fWindScalar4>

</ShaderP3D>

<Wave>

</Wave>

</WaterConsts.ConstantSet>

</SimBase.Document>

Note that REX4TD changes the <fWindScalar4> value to  3.3750, 10X more than the default (as they do for the other values as well). They also change the <fWaveDistance> values, in the case of no-4 to a value in lower earth orbit, which I think is a bit needless. Does this work? Well yes, but you still have to look very carefully in slew to see that wave texture moving, and it does - at a snails pace! But users of REX4TD are probably happier that users of the default, who only see movement in the sun-reflection area.

 

So I have experimented more, and based on the theory that these bigger ocean waves (longest wavelength) in reality do move at rather high speeds, I have a MOD for the WaterContants.XML file that looks like this;

 

 

<?xml version="1.0" encoding="UTF-8"?>

<SimBase.Document Type="WaterConstantFile" version="3,0">

<Descr>AceXML Document</Descr>

<WaterConsts.ConstantSet>

<ShaderP3D>

<fSpecularPower>124.0000</fSpecularPower>

<fSpecularBlend>0.2750</fSpecularBlend>

<fSpecularBoost>1.0125</fSpecularBoost>

<fWhiteCapPower>1.0000</fWhiteCapPower>

<fTextureScale0>128.0000</fTextureScale0>

<fTextureScale1>48.0000</fTextureScale1>

<fTextureScale2>16.0000</fTextureScale2>

<fTextureScale3>5.0000</fTextureScale3>

<fTextureScale4>1.0000</fTextureScale4>

<fWaveDistance0>250.0000</fWaveDistance0>

<fWaveDistance1>1100.0000</fWaveDistance1>

<fWaveDistance2>5000.0000</fWaveDistance2>

<fWaveDistance3>10000.0000</fWaveDistance3>

<fWaveDistance4>40000.0000</fWaveDistance4>

<fWindOffset0>0.0000</fWindOffset0>

<fWindOffset1>0.0000</fWindOffset1>

<fWindOffset2>0.0000</fWindOffset2>

<fWindOffset3>0.0000</fWindOffset3>

<fWindOffset4>0.0000</fWindOffset4>

<fWindScalar0>0.1000</fWindScalar0>

<fWindScalar1>2.7500</fWindScalar1>

<fWindScalar2>1.2500</fWindScalar2>

<fWindScalar3>3.3250</fWindScalar3>

<fWindScalar4>5.5000</fWindScalar4>

</ShaderP3D>

<Wave>

</Wave>

</WaterConsts.ConstantSet>

</SimBase.Document>

I up the <fWindScalar4> value to 5.500, can even can try values as high as 6.3. I also change the <fWaveDistance> 1 to 4 values to a set that experimentally gives me what I like, but you can play with these. Now I get action. No matter what texture I inject from REX4 or REX 3 it moves obviously against reference objects (coast, ships, and in slew a static plane has obvious relative motion against the texture background). Obviously when injecting with REX4TD, it now copies my modified .xml to .org, so I have to keep restoring the .org file as the .xml file. with REX3 I just inject and go.

 

Some notes;

 

 

  • When making changes to WaterConstants.xml, delete the shader files in Users/yourname/AppData/Local/Lockheed Martin/Prepar3D V3/Shaders and let Prepar3D rebuild them on the next run.
  • The texture can only be made to scroll N to S or S to N (+5.500 for <fWindScalar4> is a N-S scroll, a -ve 5.500 will give S-N scrolling). This is fixed, and the wind-direction and speed have no effect on this. Kind of like big ocean swells may not be affected by local wind, but I still wish more directions could be used, or there was some modification of the wave-direction against a coastline. That would also give more "sense" of movement.
  • Your small inland rivers, dams and ponds will have the same fast-moving mega-waves. A bit off-putting.
  • The fully animated, smaller waves are affected by wind, but in the wrong direction (a wind from the north will make the waves move towards the north, etc), and LM have noted this, found the problem, and say it will be fixed in 3.1.
 

Still looking forward to see what improvements are made in 3.1. If major changes are made, the WaterConstants.xml file may go out the window. If not, keep a backup of any mods you make that work for you, in case they release the same old version and it goes back to being a static show. Let us see.

 

So Christopher, please try my mods and see if that works for you!

 

Rob

Well put Rob :)


Kevin Firth - i9 10850K @5.2; Asus Maximus XII Hero; 32Gb Cas14 3200 DDR4; RTX2080Ti

Beta tester for: UK2000; JustFlight; VoxATC; FSReborn; //42

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In addition there is also the Triton.cfg ... with rather detailed comments (thank you LM).  Adjust at your own risk and make sure you have a backup.

 

I have asked LM if they can provide some Wave "Customization" options via P3D UI ... they indicated it's something they'll consider (perhaps a V3.2 item) ... gets LM out of the business of guessing what looks good to individuals own taste of how water "should" look at altitude (similar to how we got HDR sliders).

 

Cheers, Rob.

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My own WaterConstants.xml file is listed below. The statements highlighted in bold are different from the version that you have posted above. Is that significant?

 

<SimBase.Document Type="WaterConstantFile" version="3,0">
    <Descr>AceXML Document</Descr>
    <WaterConsts.ConstantSet>
        <ShaderP3D>
            <fSpecularPower>124.0000</fSpecularPower>
            <fSpecularBlend>0.2750</fSpecularBlend>
            <fSpecularBoost>1.0125</fSpecularBoost>
            <fWhiteCapPower>1.0000</fWhiteCapPower>
            <fTextureScale0>128.0000</fTextureScale0>
            <fTextureScale1>48.0000</fTextureScale1>
            <fTextureScale2>16.0000</fTextureScale2>
            <fTextureScale3>5.0000</fTextureScale3>
            <fTextureScale4>1.0000</fTextureScale4>
            <fWaveDistance0>250.0000</fWaveDistance0>
            <fWaveDistance1>1100.0000</fWaveDistance1>
            <fWaveDistance2>4000.0000</fWaveDistance2>
            <fWaveDistance3>16000.0000</fWaveDistance3>
            <fWaveDistance4>24000.0000</fWaveDistance4>
            <fWindOffset0>0.0421</fWindOffset0>
            <fWindOffset1>-1.5708</fWindOffset1>
            <fWindOffset2>-1.5708</fWindOffset2>
            <fWindOffset3>-1.#IND</fWindOffset3>
            <fWindOffset4>-1.#IND</fWindOffset4>

            <fWindScalar0>-0.1000</fWindScalar0>
            <fWindScalar1>0.7500</fWindScalar1>
            <fWindScalar2>0.2500</fWindScalar2>
            <fWindScalar3>0.3250</fWindScalar3>
            <fWindScalar4>0.3750</fWindScalar4>
        </ShaderP3D>
        <Wave>
        </Wave>
    </WaterConsts.ConstantSet>
</SimBase.Document>

 


Christopher Low

UK2000 Beta Tester

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My own WaterConstants.xml file is listed below. The statements highlighted in bold are different from the version that you have posted above. Is that significant?

 

<SimBase.Document Type="WaterConstantFile" version="3,0">

    <Descr>AceXML Document</Descr>

    <WaterConsts.ConstantSet>

        <ShaderP3D>

            <fSpecularPower>124.0000</fSpecularPower>

            <fSpecularBlend>0.2750</fSpecularBlend>

            <fSpecularBoost>1.0125</fSpecularBoost>

            <fWhiteCapPower>1.0000</fWhiteCapPower>

            <fTextureScale0>128.0000</fTextureScale0>

            <fTextureScale1>48.0000</fTextureScale1>

            <fTextureScale2>16.0000</fTextureScale2>

            <fTextureScale3>5.0000</fTextureScale3>

            <fTextureScale4>1.0000</fTextureScale4>

            <fWaveDistance0>250.0000</fWaveDistance0>

            <fWaveDistance1>1100.0000</fWaveDistance1>

            <fWaveDistance2>4000.0000</fWaveDistance2>

            <fWaveDistance3>16000.0000</fWaveDistance3>

            <fWaveDistance4>24000.0000</fWaveDistance4>

            <fWindOffset0>0.0421</fWindOffset0>

            <fWindOffset1>-1.5708</fWindOffset1>

            <fWindOffset2>-1.5708</fWindOffset2>

            <fWindOffset3>-1.#IND</fWindOffset3>

            <fWindOffset4>-1.#IND</fWindOffset4>

            <fWindScalar0>-0.1000</fWindScalar0>

            <fWindScalar1>0.7500</fWindScalar1>

            <fWindScalar2>0.2500</fWindScalar2>

            <fWindScalar3>0.3250</fWindScalar3>

            <fWindScalar4>0.3750</fWindScalar4>

        </ShaderP3D>

        <Wave>

        </Wave>

    </WaterConsts.ConstantSet>

</SimBase.Document>

 

 

 

The <fWindOffset> values you highlight are supposed to change the angle of the waves to the wind direction. Try as I might, I have never got those values to do anything (the values look like they are radians), but last time I tried was in 2.4. For example I tried to use those to get the waves to go 180 degrees opposite to the wind direction, in an attempt to fix the problem of the waves moving into the wind - no go.

 

Its the <fWindScalar> values that get the waves moving at different speeds and the <fWindScalar4> is the one that really gets the prominent water texture moving.

 

Rob


Robin Harris
 

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It isn't a case of getting the texture sheets to move relative to each other. The big problem I have is that the reflections induced by this do not work. In other words, I would expect the relative motion of two separate texture sheets in P3D to create light reflections that look like waves, but this effect is not being generated.

 

On a side note, Tim at Real Environment Xtreme has informed me they are working on an SP4 update for REX Essential Plus that will hopefully help me with my issue. With the apparent water improvements that are coming in P3D v3.1, let's just hope that this problem can be solved once and for all!


Christopher Low

UK2000 Beta Tester

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Thanks to Rob and all for trying to help out on this issue.  Sadly nothing has worked for me, and I appear to have the same issue as Chris.  Hopefully 3.1 will solve it.

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