Performs a wave simulation.
The Wave Sim box is a powerful tool used to simulate texture based wave simulation.
The Texture format must be in the RGBA 16 bits to allow negative vector calculation.
|Mask||2D Texture||Receives the mask texture. White sections of the texture block the paths of the waves proportionally to the section value.|
|Texture||2D Texture||Receives the detection texture. The texture format must be in the RGBA 16 bits to allow negative vector calculation.|
|Output||2D Render Target||Outputs the result of the simulation in a texture. The result is sets by the Output Mode.|
|Texture Multiplier||Float||Sets the maximum repulsion force generated by the active region.|
|Mask Multiplier||Float||Sets the maximum repulsion force generated by the mask texture.|
|Output Mode||String||Select the output mode. By default, the gradient output the X and Y force in the Red and Blue channel, and the Height in the Blue channel. Only the height is needed for a distortion.|
|Simulation Steps||Int||Sets the amount of iterations made by the simulation at each frame.|
|Wave Speed Factor||Float||Sets the Wave Speed Factor of the simulation. The value must be between 1.0 and 1500.0. The default value is 500.0. Setting the value over 1500.0 causes calculation errors and it is not recommended.|
|Wave Speed Attenuation||Float||Sets the number subtracted at each frame from the Wave Speed. Setting the Wave Speed Attenuation to "0" will result in an endless wave.|
|Set Format||Toggle||Allows the box to change the format of the outputted texture. Once enabled, this creates a new memory allocation for the texture created.|
|Format||String||Sets the format of the outputted texture. RGBA 8 bits is the common format. RGBA 16 bits allows negative vector calculation and is mostly used for simulation. RGBA 32 bits allows high precision but may negatively affect the FPS and the Grayscale has only the Red component.|
|Format Components||String||Sets the Components used for the outputted texture.|
|Format Component Bit Depth||String||Sets the Bit Depth of the outputted texture. 8 bits is the common format, 16 bits allow negative vector calculation and is mostly used for simulation, 32 bits allow high precision but may negatively affect the FPS.|
|Format Component Type||String||Sets the pixels value type depending on the Bit Depth.|
|Set Resolution||Toggle||Allows the box to change the resolution of the outputted texture. Once enabled, this creates a new memory allocation for the texture created.|
|Resolution Mode||String||Sets the Resolution Mode. Canvas uses the project configuration settings, Custom uses local setting resolution not shared with other box and Project Aspect Ratio uses the project aspect ratio and proportionally scales the height and width. The parameter chooses the reference Canvas setting the resolution of the outputted texture.|
|Canvas||2D ResolutionRef||Chooses the reference Canvas and sets the resolution of the outputted texture.|
|Maximum Resolution||Int||Sets the maximal resolution of the X-axis and calculates the resolution of the Y-axis based on the aspect ratio of the Content Canvas.|
|Lock Aspect Ratio||Toggle||Locks the Aspect Ratio for Custom resolution.|
|Aspect Ratio||2D ResolutionRef||Chooses the reference Canvas for the aspect ratio.|
|Size XY||Int2||Sets the size in pixels of the outputted texture.|
Current documentation version: 2.1.2.