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Man.... water is good to drink, but hard to make.
#23489
02/24/04 12:53
02/24/04 12:53
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Joined: Dec 2003
Posts: 1,097 Maryland, USA
Steempipe
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Maryland, USA
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I have been screwing around with 2 types of water shaders. An ocean type and one for pool/river type things. It is going, well, fair.... I guess. For now I just have a few screens to post and hopefully I can get this thing ironed out and post the code. http://steempipe.technicalfoundry.com/water/watershader.htm Anyone else getting any progress made on a water shader?? Frustrating. Time to sleep.........
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Re: Man.... water is good to drink, but hard to make.
[Re: Steempipe]
#23494
02/25/04 06:35
02/25/04 06:35
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Joined: Dec 2003
Posts: 1,097 Maryland, USA
Steempipe
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In the event that I do not get any service calls to run out to tonight, I plan on cleaning up the code files. Right now they are in utter chaos. Many, many lines of commented out bits and pieces of things. They are very confusing right now. Almost as confused as I am!!!
The shader is PS.1.4 , but I hope to see if PS.1.1-1.3 can do the same.
Fraps does not want to record my screen for some reason. Wish it would.
I have played with various methods and have not had the absolute affect that I am seeing in my minds-eye. This is where I hope that we can all make something great out of this.
Methods I have been playing with are: -alpha transparency -reflections -ripple simulation -whether to use a MDL or an HMP. -What bumpmaps to use -What scales to use -etc, etc, etc.
I know very little about Gamestudio C-script and even less about DirectX and shader programming. This water situation has been a good way of "getting thrown to the wolves" and learning.
I'll get things posted as soon as I can and thanks for the interest!
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Re: Man.... water is good to drink, but hard to make.
[Re: Nadester]
#23496
02/25/04 11:04
02/25/04 11:04
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Joined: Dec 2003
Posts: 1,097 Maryland, USA
Steempipe
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@Nadester: Thats a good point you make about using an environment map, hope to work on that in the future. Here is a demo of the shader (approx 3.8MB download) . I call it riverwater. The requirements are PS14 & VS11. Tested on ATI Radeon 9200 128MB with Gstudio A6.20.2 Comm. See the readme.txt in the ZIP. If anyone has any additions, fixes, or comments please post!!! This shader has a long way to go. Eric
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Re: Man.... water is good to drink, but hard to make.
[Re: VoodooFactory]
#23498
03/20/04 23:37
03/20/04 23:37
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Joined: Dec 2003
Posts: 1,097 Maryland, USA
Steempipe
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Okay. Updated the screenshots to the current views. Slow progress and still not anywhere near what I have in my mind.
Just a "progress report" and a bump in the hopes that someone else has some
news to report regarding these water type shaders. I would be curious how anyone else is addressing the water problems.
http://steempipe.technicalfoundry.com/water/watershader.htm
I would really like to add environments reflections and things, but I fear that those are a bit down the road as I am attempting to learn these things and trial and error is my only teacher right now.
I will probably not spend much time on ocean type shaders because I really only want to use river and pool type things.
**the archive above still has the old build**
Eric
Last edited by Steempipe; 03/20/04 23:49.
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