Which car part(s) to generate water splash ?

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meuh21
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Which car part(s) to generate water splash ?

Post by meuh21 » 24 Jun 2017, 20:07

Water splash is a great MP4 feature :1010

But, some of my models generate water splash in water but some others not :( So i would like to know which parts of the car generate the splash (I have done many tests but I haven't find)
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LuckyBoy
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Re: Which car part(s) to generate water splash ?

Post by LuckyBoy » 30 Jun 2017, 09:36

Hello,

There is a limit to water splash generation: the (full) car Low Quality (LOD) version must not exceed 5000 vertices.
A message like "Too many vertices in particle visual ( ... > 5000)" should be displayed in car skin chooser when that limit is exceeded.

Thanks

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meuh21
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Re: Which car part(s) to generate water splash ?

Post by meuh21 » 01 Jul 2017, 11:01

Big thanks for this information :thx: :yes:

You make my day because was not possible to find solution by myself.

But :
damien wrote:
16 May 2017, 14:14
okay, the limit has been increased to 15000 verts.
In the future, we plan to include an automatic mesh simplification algorithm, to generate low quality meshes.
Source : viewtopic.php?f=594&t=40197

So we don"t have the message because by chance MainBody (lod3) limit is higher now. So would be really nice (better quality and save time to make lowpoly) if for splash vertices limit can also be the same (15000 vert). Do you think it's possible ?
OS : Windows 7 Édition Familiale Premium 64-bit (6.1, Build 7601) Service Pack 1
Processor: Intel(R) Core(TM) i7-2600 CPU @ 3.40GHz (8 CPUs), ~3.7GHz
Memory: 8192MB RAM
DirectX 11
NVIDIA GeForce GTX 960

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Re: Which car part(s) to generate water splash ?

Post by LuckyBoy » 03 Jul 2017, 15:54

meuh21 wrote:
01 Jul 2017, 11:01
So we don"t have the message because by chance MainBody (lod3) limit is higher now. So would be really nice (better quality and save time to make lowpoly) if for splash vertices limit can also be the same (15000 vert). Do you think it's possible ?
Unfortunately, water splash complexity explodes quite fast with vertices count, and not only performance, but also quality of the splash will be reduced.
So it's not easy to raise it like that.
But as Damien said, in the future, if we include an automatic mesh simplification algorithm, we'll be able to generate low quality meshes for particle FX cases like water splash.

Thanks

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