Legacy:FluidSurfaceOscillator

From Unreal Wiki, The Unreal Engine Documentation Site
Revision as of 13:49, 18 November 2005 by Sweavo (talk | contribs)
UT2004 :: Object >> Actor >> FluidSurfaceOscillator

Introduction

A fluid surface oscilator is an actor used to create ripples or waves at a point of origin on a FluidSurfaceInfo sheet, rather than having ambient ripples over a whole water surface. The speed that the ripples travel, and the rate at which they die out, are governed by the FluidSurfaceInfo actor. The FluidSurfaceOscillator is like a mechanical plunger moving up and down at a point on the surface.

Properties

Main

FluidSurfaceInfo FluidInfo
Which FluidSurfaceInfo sheet to affect.
float Frequency
The rate of wave production.
Note that increasing the Frequency and keeping Strength the same results in smaller-height waves.
byte Phase
The wave offset.
float Strength
The force applied to the fluid surface.
float Radius
Determines the area affected by the oscillator.
This seems to determine the area of the fluid surface that is directly driven by the FluidSurfaceOscillator. Ripples can propagate beyond that distance, and indeed it's better if they do as they look more natural that way.
NOTE: The Radius property does not NOT need to be big enough to cover the fluid surface and it does NOT limit the extent of the wave effect on the fluid surface.

Hidden

float OscTime (transient, const)

Tips

The affected radius can be viewed by right-clicking on the top bar of any viewport, and selecting Actors -> Radii view.

Discussion

SuperApe: Is it possible that the smaller wave height resulting from the conditions mentioned in the Frequency note is actually due to the limits on the resolution of the Fluid Surface?

Sweavo:I don't think it was a graphical artifact that I was seeing. It looks like Strength is actually modelled as a force, so at higher frequencies the force is applied for less time in each direction, resulting in lower ripples. Actually, that makes so much sense, I'm changing the definition above!