Search the Community
Showing results for tags 'direction'.
-
water mesh [SOLVED] Mesh Water Displacement Will Not Rotate Correctly
lhio.havahru posted a topic in Bug Reports
I've been experimenting with the Unigine Community edition (Very excited to be able to use it, finally), and I have come across an issue that I cannot seem to resolve. I am attempting to use a Mesh Water node to simulate a lake. Tuning the displacement parameters, I can get a decent waveform, but when I try and use the direction parameter to change the orientation of the wave, the surface becomes broken and noisy. My models are exported from 3DS Max, and have their transforms centered at zero and scales at 100%. They are simple planes with a large number of segments. In Unigine, I have them set to Z-Up and X-Forward, and they are oriented correctly in the world without any rotation. When I attempt to rotate the direction of the Gerstner waves on the surface, they stretch along the opposing axis, but they do not properly rotate. Is there a procedure that I missed in the export process? This issue occurs with a plane generated fresh in Unigine, as well. That suggests to me that rather than being an issue of how I export my geometry, it is an error in the math. I've encountered this before in my own attempts at creating Gerstner displacement, but before if was typically due to an incorrectly exported mesh. This applies to those created within Unigine as well, so I'm at a loss. -
Hello, I'm currently attempting to build a prototype entirely using the C++ API. Right now I'm transferring camera control from UnigineScript into C++. Placing the camera (player) was working fine in UnigineScript, but in C++ it hasn't been going well. I'm running into a problem when using the command: player->setTransform(setTo(UNIGINE_VEC3(0.0, 0.0, 20.0), UNIGINE_VEC3(0.0, 1.0, -1.0), vec3(0.0, 0.0, 1.0))); The second parameter is supposed to control the direction of the camera/player. However, my player points in the -z direction no matter how I change it. Even if I switch the argument to UNIGINE_VEC3(0.0, 1.0, 1.0), the camera points in the -z direction. I've tried many different numbers as well as changing my argument to a unit vector, but the camera always points straight down towards -z. Is this an error with the C++ API or am I doing something else wrong? Thanks!