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Re: Released! - HLSL Water Code #35833
11/11/04 05:16
11/11/04 05:16
Joined: Dec 2003
Posts: 1,097
Maryland, USA
Steempipe Offline OP
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Pro not needed. It is looking up into a cubemap texture based on a non-constant eye-ray vector.

This example is a static environment mapping, the code could lend itself to specular reflection as well.

Re: Released! - HLSL Water Code [Re: Steempipe] #35834
11/11/04 19:34
11/11/04 19:34
Joined: Sep 2004
Posts: 64
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angel1 Offline
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Very good work.
Only a question what happened with the nice ripples from the water demo you released (without code)?

Re: Released! - HLSL Water Code [Re: angel1] #35835
11/11/04 21:07
11/11/04 21:07
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Steempipe Offline OP
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The ripples are scaled larger in the code release, by the RippleScale var. That's all.

Re: Released! - HLSL Water Code [Re: Steempipe] #35836
11/12/04 23:30
11/12/04 23:30
Joined: Jan 2004
Posts: 620
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TimeOut Offline
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What must I change in the code when I add it to my template 6 main Skript ?


Athlon 64 3700+ 2048 MB DDR PC400 Dual Corsair XFX Geforce 7800 GT A6 Commercial 6.4
Re: Released! - HLSL Water Code [Re: TimeOut] #35837
11/14/04 20:39
11/14/04 20:39
Joined: Jun 2003
Posts: 1,017
Germany
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Thomas_Nitschke Offline
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You released it! GREAT!
This is really some kind of christmas for me! And it works on my good old geforce 4
Thanks very much this is a great contribution!
Only one question coming to my mind: Which value did you set for the ripple scale var in the first demo you released and which ripple test did you use there (1,2 or 3) ?
I know it is the same code, but the settings from your demo look even better then those you set here!


Formerly known as The Matrix - ICQ 170408644 I've been here for much longer than most people think. So where's my "Expert" status?
Re: Released! - HLSL Water Code [Re: Thomas_Nitschke] #35838
11/14/04 22:14
11/14/04 22:14
Joined: Dec 2003
Posts: 1,097
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Steempipe Offline OP
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Thanks!

Try: RippleScale = 0.18;

and use this:
/////////////////////////////////////////////////////////////////////////////
// Ripple Test #1
//
Out.Bump= (IN.Bump.xy * RippleScale) + (IN.Bump.xy += (vecSkill41.x * 0.02));
/////////////////////////////////////////////////////////////////////////////

That might get you in the ballpark.

Re: Released! - HLSL Water Code [Re: Steempipe] #35839
11/15/04 02:49
11/15/04 02:49
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Thomas_Nitschke Offline
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Thanks that's exactly what I was after, getting nice results using this!


Formerly known as The Matrix - ICQ 170408644 I've been here for much longer than most people think. So where's my "Expert" status?
Re: Released! - HLSL Water Code [Re: Thomas_Nitschke] #35840
11/19/04 02:11
11/19/04 02:11
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Thomas_Nitschke Offline
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Oh well, another question popping up out of nowhere
Where can I adjust the water's flow speed and direction?


Formerly known as The Matrix - ICQ 170408644 I've been here for much longer than most people think. So where's my "Expert" status?
Re: Released! - HLSL Water Code [Re: Thomas_Nitschke] #35841
11/19/04 06:13
11/19/04 06:13
Joined: Dec 2003
Posts: 1,097
Maryland, USA
Steempipe Offline OP
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Try replacing your Out.Bump with this and see what you can do:

Code:
 
///////////////////////////////////////////////////////////////////////////////
float2 WaveDir;
float SpeedComp = {0.02}; // Adjust depending on the
// RippleScale setting

WaveDir.x = IN.Bump.x * RippleScale;
WaveDir.x -= (vecSkill41.x * SpeedComp); // Direction of U (either + or -)

WaveDir.y = IN.Bump.y * RippleScale;
//WaveDir.y += (vecSkill41.x * SpeedComp); // Direction of V (either + or -)

Out.Bump = WaveDir.xy;
///////////////////////////////////////////////////////////////////////////////



Re: Released! - HLSL Water Code [Re: Steempipe] #35842
11/19/04 20:45
11/19/04 20:45
Joined: Jun 2003
Posts: 1,017
Germany
T
Thomas_Nitschke Offline
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Joined: Jun 2003
Posts: 1,017
Germany
Thanks for your fast help... unfortunately this seems to produce some errors
As usual, a picture saying more than thousand words:

Any idea what could cause this?

Edit:
Hmm I don't know what has caused this... Anyway I got it working now, seems as if it was a rippleScale-issue somehow.
Looks nice now

Last edited by The Matrix; 11/19/04 20:57.

Formerly known as The Matrix - ICQ 170408644 I've been here for much longer than most people think. So where's my "Expert" status?
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