Oh, that's easy! You can simply use the "Fill Up for Ocean" and leave a "drain" somewhere on the bottom. Dang, I even started to make a tut about that. It was a river, not an ocean. And it was a spring, not a drain. But it is the same principle. Also, you can put a source with a negative emission value. That should "drain" some of the water. Or maybe even a non-solid object with the "Clwar inside" option enabled. There are several ways to do that.
@zdravkopavlov that's basically what I do with the negative emmiter. It seems the math doesn't always work exactly, but I make it work visually through trial and error
Hey, let me know if you find that type of tutorials helpful. And if you want me to cover more on this topic.
Yes please!
super helpful man. really apreciate it
super cool man! thanks a lot! and yeah would be awesome to have a tutorial for wet materials.
Yes! I'm assuming this is an "ai" voice, and it's very EASY to understand!! Well done!!
It is an AI voice. Thank God for this thing existing! :) I can't talk like that.
I regret uploading my tutorials to Chaos TV because those people don't appreciate the effort you put in. Thanks for sharing the information!
@HammerChen I'm sorry to learn this about Chaos. Your tutorials always helped me and I appreciate you sharing them.
@HammerChen Can you share the link to the tutorial
The AI narration is awesome.
It’s better than me talking :)
I work on architectural fountains a bunch, I would love to know your method for draining the fountain so it doesn't overflow.
Oh, that's easy! You can simply use the "Fill Up for Ocean" and leave a "drain" somewhere on the bottom. Dang, I even started to make a tut about that. It was a river, not an ocean. And it was a spring, not a drain. But it is the same principle. Also, you can put a source with a negative emission value. That should "drain" some of the water. Or maybe even a non-solid object with the "Clwar inside" option enabled. There are several ways to do that.
@zdravkopavlov that's basically what I do with the negative emmiter. It seems the math doesn't always work exactly, but I make it work visually through trial and error