M
meta_mole
Guest
...long time listerner, first time caller...
My understanding of expensive water leads me to believe (confirmed by posts here and elsewhere) that water "brushes" (I know they're not really brushes, per se) can be contiguous with other water brushes. However, I also understand that I may only have one water height in a PVS (w/expensive water).
With those two rules in mind, consider the following: I have a pool of water (think block - straight up rectanglular solid) with a grate at the bottom, which, when broken, allows the swimmer to enter a rectangular passage or duct and swim on into a chamber. The easiset way to build it would be to build the brush architecture of the passage/duct from a hole in the bottom of my pool and fill it with a water "brush" that butts up against the bottom of my pool's water brush. However, if I texture the passage/duct water brush with the nodraw and chosen h2o texture on top, it would seem that I would have two different water brushes in a PVS (the duct water & the pool water).
Please lend me your expertise. Would my proposed method work, do you think? The only alternative I can conceive of is to create a very large, rectangular solid water "brush" and then clip it out meticulously around an inserted brush architecture.
The second question is, can anyone help with how, if my connecting-of-water-brushes idea is correct, I might interpose a breakable grate brush or model?
Please excuse the lenght of this post. I've always had a problem with brevity. Peace. And thanks.
My understanding of expensive water leads me to believe (confirmed by posts here and elsewhere) that water "brushes" (I know they're not really brushes, per se) can be contiguous with other water brushes. However, I also understand that I may only have one water height in a PVS (w/expensive water).
With those two rules in mind, consider the following: I have a pool of water (think block - straight up rectanglular solid) with a grate at the bottom, which, when broken, allows the swimmer to enter a rectangular passage or duct and swim on into a chamber. The easiset way to build it would be to build the brush architecture of the passage/duct from a hole in the bottom of my pool and fill it with a water "brush" that butts up against the bottom of my pool's water brush. However, if I texture the passage/duct water brush with the nodraw and chosen h2o texture on top, it would seem that I would have two different water brushes in a PVS (the duct water & the pool water).
Please lend me your expertise. Would my proposed method work, do you think? The only alternative I can conceive of is to create a very large, rectangular solid water "brush" and then clip it out meticulously around an inserted brush architecture.
The second question is, can anyone help with how, if my connecting-of-water-brushes idea is correct, I might interpose a breakable grate brush or model?
Please excuse the lenght of this post. I've always had a problem with brevity. Peace. And thanks.