I had to place different entities at right scales and orientations to achieve the water running down the rocks. I also had to create a fake water source at the top of the fall and create the ripple effect on the water at the bottom of the fall. To finish the feature off I gave it an audio source file by using the Soundspot properties.
By adjusting the volume radius it allows you to have a more realistic interaction with the environment. As you get closer to the waterfall the audio source for it becomes louder. Once you start moving away from the feature the audio starts to fade away.
You can also see I have been playing around with the explosives. I managed to get the cars to react to the shock wave impact from the explosion by playing around with the gravityVolume properties.
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