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README.md

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@@ -49,35 +49,35 @@ Now, let's move on to the next step: creating and setting up the Niagara system.
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<img src="https://github.com/Ardeshir-Rashidi/Unreal-Engine-5-Ocean-Simulation/blob/main/Guide/PercascadeParams.png?raw=true">
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</p>
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- #### WindDirectionality
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At a value of 1, **WindDirectionality** eliminates waves traveling upwind, while at 0, it balances upwind and downwind waves. A value around 0.6 works well for most cases.
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- #### Amplitude
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While the **Amplitude** parameter doesn't directly correlate to a specific value in the spectrum, it's important to increase cascade amplitude by the square of the ratio between the current and larger cascade PatchLength for realism. Emphasizing smaller cascades is key here.
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- #### Choppiness
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For realistic surfaces, set **Choppiness** between 0.7 and 1.5. Don't hesitate to increase it to allow wave crests to overlap for more natural results.
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- #### PatchLength
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The most critical parameter is **PatchLength**. Ideally, this should be set so that the largest cascade is significantly longer than the longest waves generated by the wind speed used. Since wavelengths and directions are grid-dependent, only a few long waves will be present, with the majority being short waves. The spectrum is sampled with varying density depending on wavelength, so it's crucial to prevent the longest waves from showing up, as they are few but highly impactful, leading to noticeable repetition.
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Smaller cascades should have an irrational scale factor relative to the largest one. A good approach is to scale the second-largest cascade by approximately 1.68 times smaller than the largest one, then make a significant jump down to meter scale, followed by a similar ratio for the smaller cascades. This strategy helps eliminate visible tiling.
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- #### LongWaveCutOff
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To avoid overlapping cascades, adjust the **LongWaveCutOff** parameter. Enable SpectrumGrid preview and tweak the parameter until a black spot appears at the spectrum center. The goal is to cut about one-fifth of the signals in the center for all cascades except the largest.
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- #### ShortWaveCutOff
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**ShortWaveCutOff** addresses the issue of spatial aliasing from too-short waves, which can lead to inaccurate normal and displacement representations. It also prevents the excessive presence of short waves when wind direction is diagonal. Adjust this parameter so that the spectrum preview looks more circular, reducing the presence of extreme wavelengths at the grid's corners.
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- #### Choppiness
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For realistic surfaces, set **Choppiness** between 0.7 and 1.5. Don't hesitate to increase it to allow wave crests to overlap for more natural results.
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- #### Amplitude
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While the **Amplitude** parameter doesn't directly correlate to a specific value in the spectrum, it's important to increase cascade amplitude by the square of the ratio between the current and larger cascade PatchLength for realism. Emphasizing smaller cascades is key here.
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- #### LongWaveCutOff
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To avoid overlapping cascades, adjust the **LongWaveCutOff** parameter. Enable SpectrumGrid preview and tweak the parameter until a black spot appears at the spectrum center. The goal is to cut about one-fifth of the signals in the center for all cascades except the largest.
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- #### WindDirectionality
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At a value of 1, **WindDirectionality** eliminates waves traveling upwind, while at 0, it balances upwind and downwind waves. A value around 0.6 works well for most cases.<br/>
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- #### WindTighten
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Increasing **WindTighten** suppresses waves traveling perpendicular to the wind direction. Values between 3 and 8 provide a good balance.
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<hr>
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<p align="center">
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<img src="https://github.com/Ardeshir-Rashidi/Unreal-Engine-5-Ocean-Simulation/blob/main/Guide/WindControl.png?raw=true">
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</p>
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- #### WindTighten
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Increasing **WindTighten** suppresses waves traveling perpendicular to the wind direction. Values between 3 and 8 provide a good balance.
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- #### RepeatPeriod
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The **RepeatPeriod** parameter manages precision issues that arise during iFFT computation over time. Setting it too high can introduce jitter and noticeable jumps during animation resets, while setting it too low can cause unrealistic wave propagation. A range of 200-1000 is recommended.
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