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Making a good water fall...Cant seem to get it right.

Brasou Kwasman
Registered User
Join date: 12 May 2008
Posts: 15
07-23-2008 20:46
Hello there! well as you can see by the below picture, Im making a cave house!(Think the hobbit houses in lord of the rings...sorta)

Along with a nice river that flows above my house, and a nice waterfall...Well thats the problem, I cant seem to create a nice looking waterfall:( So im asking for tips, how do you people do it?

http://img295.imageshack.us/my.php?image=waterfallhelp001iw8.jpg

^ As you can see in that picture, my door is ment to be semi-hidden behind the waterfall, but I can never make one that looks right :( The one in the picture is not my attempt, its simply to show you general what Im looking for. Any tips/Ideas? Im trying to keep my house 100% made by me(Minus some stuff, like the sculptes :P
Almia Thaler
IMA Shyguy!! 0o0
Join date: 3 Jun 2008
Posts: 173
07-23-2008 21:04
from what i can see in the image you have a great start.
but i might suggest you use a very steep tube then cut it enough to fit a cube in the spaces and go from there.

most vertical waterfalls i have seen use flattened cubes for the straight parts and tubes for the bends.
Lindal Kidd
Dances With Noobs
Join date: 26 Jun 2007
Posts: 8,371
07-24-2008 07:19
That's not bad.

Put a spray emitter down at the bottom.

Free-springing waterfalls made out of prims always look sort of funky, because they have distinct edges. One thing you might try is to create a custom water texture, with an alpha channel to fade the edges out. Another approach is to make the fall out of particles, rather than out of a prim. I'm experimenting with that approach with a waterfall that goes off the edge of my skybox.
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Lindal Kidd
Chosen Few
Alpha Channel Slave
Join date: 16 Jan 2004
Posts: 7,496
07-24-2008 10:36
Some tips from a previous thread on this same subject:

From: Chosen Few
One tip/public service announcement/small rant. Please don't make your waterfalls blue.

Blue waterfall textures are a classic mistake most people make (probably because the default water textures in the library are blue). They make for very unrealistic "SL water", which no matter how commonly accepted, really looks quite terrible.

For much greater realism, keep your waterfall textures very pale, even white. It looks much better.

In RL, oceans and lakes often do tend to look blue. But when a river flows over a cliff to become a waterfall, it gets churned, broken into droplets, mixed with air, and becomes a frothy white.

And the change doesn't stop with just color. Another big mistake a lot of people make is they make their waterfalls way too smooth. They end up looking like vertical rivers, not at all like actual waterfalls. In RL, falling water is never smooth (except when coming from man-made fountains and faucets, which are "tuned" to make the water behave in very unnatural ways).

Standing or flowing water is one contiguous body, but falling water is not. It's rough and billowy, since it's made of millions of individual drops. So don't expect to be able to use the same kind of texture for a a waterfall that you use for pools and rivers, and have it look realistic. Good waterfalls require their own separate textures.

For an example of what I'm talking about, there's this quaint little waterfall located about 20 minutes from my RL house. Here are a few pictures:





Oh, did I say it was quaint and little? Whoops. :D

OK, here's one that actually is. This one actually is about five minutes from where I used to live. (Waterfalls are stalking me, I swear. Every place I go, there they are.)



In each picture you can see pretty much the same pattern. Regardless of size, all waterfalls exhibit the same behavior. The water is its normal color while it's horizontal (blue if it's very deep and open to the sky, like the Niagara River in the first two pics, or black if surrounded by black rock like at Buttermilk Creek in the third image), but as soon as it rounds the corner to start falling vertically, it always turns white.



If it's not too much to ask, I'd like to take this opportunity to declare war on blue waterfalls in SL. It's high time we improved this long-standing, grid-wide eyesore. If you have a blue waterfall, desaturate its textures to turn it white. If your neighbor has one, tell him you're going to turn your place into a loudnoxious, lagtastic, disgustingly gaudy, ad farm if he doesn't fix it. Those blue waterfalls have got to go!

End of rant. :)
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VonGklugelstein Alter
Bedah Profeshinal Tekstur
Join date: 22 Dec 2007
Posts: 808
07-24-2008 18:51
I posted a while back looking for a Water Artist to do a Water Feature in the 2 lobbies of my new buildings.

I still have no valid replies from an " artist " yet. Maybe somebody reading this will be interested and contact me.
Pyrrha Magic
Registered User
Join date: 23 Jul 2008
Posts: 11
07-26-2008 00:18
Does this game support IFLs from 3dsmax?...cause if they do i can make some waterfalls for you...i have made several terrains for a game called Vietcong, i have made 4 different types of waterfalls...each ifl consists of 16 pictures,..when the ifl is created it is similar to a animated gif in a neverending loop...

Pyrrha Magic
Chosen Few
Alpha Channel Slave
Join date: 16 Jan 2004
Posts: 7,496
07-26-2008 09:02
From: Pyrrha Magic
Does this game support IFLs from 3dsmax?

Nope. Texture animation in SL is not done by image sequencing. It's done filmstrip style. All the frames are put onto a single canvas, and then a script is employed to flip between them.

If you want to use image sequences from Max or elsewhere, you'll need size them accordingly, and arrange them on a canvas. Just keep in mind, the maximum size for the whole thing is 1024x1024. So if you want, say, 16 frames, then each one would need to be 256x256.


From: Pyrrha Magic
game

Sigh.
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Pyrrha Magic
Registered User
Join date: 23 Jul 2008
Posts: 11
07-27-2008 17:58
Thanks for the reply, i wasnt aware of that...do you have any links to support the filmstrip method, or an example picture you could post...

Pyrrha