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Re: What are you working on? [Re: MasterQ32] #405609
08/03/12 08:42
08/03/12 08:42
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Bavaria, Germany
Kartoffel Offline
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@Hummel ...no words

If you make it transparent with refraction and add a depth calculation to create real time depth It'll be the best water shader I've ever seen!

Last edited by Kartoffel; 08/03/12 08:43.

POTATO-MAN saves the day! - Random
Re: What are you working on? [Re: Kartoffel] #405610
08/03/12 08:49
08/03/12 08:49
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Hummel Offline
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Thx! However, for deep water under the given lighting conditions (dawn/dusk) it doesn't make a big difference whether I do all these nice depth based calculations or just set a suitable water color as I did so far for testing. wink

Re: What are you working on? [Re: Hummel] #405612
08/03/12 09:21
08/03/12 09:21
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Germany, BW, Stuttgart
MasterQ32 Offline
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@Hummel:
Indeed a great job, but i had really no idea how to say that, so i found this nice picture which represents my face when i saw the video laugh
Would it be possible to create an endless water effect with this?


Visit my site: www.masterq32.de
Re: What are you working on? [Re: MasterQ32] #405614
08/03/12 09:57
08/03/12 09:57
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Hummel Offline
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MasterQ32: I was actually quite amused by your "reaction".^^
The height field is perfectly tileable, but as usually the tiles become noticeable if you don't add additional randomness (there are four grids in the video sharing the same height field (I think Crysis uses also four tiles before they blend to their flat water)).

Last edited by Hummel; 08/03/12 10:00.
Re: What are you working on? [Re: Hummel] #405617
08/03/12 12:23
08/03/12 12:23
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Baden Württemberg, Germany
Espér Offline
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i really like it
hows the fpa rate?


Selling my Acknex Engine Editions (A7 Com & A8 Pro):
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Re: What are you working on? [Re: Hummel] #405618
08/03/12 13:18
08/03/12 13:18
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Posts: 1,337
Hiporope and its pain
txesmi Offline
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txesmi  Offline
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Hiporope and its pain
@Hummel
absolutly great O.o

Re: What are you working on? [Re: txesmi] #405629
08/03/12 17:18
08/03/12 17:18
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Bavaria, Germany
Kartoffel Offline
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...After almost 3 hours I finally won the fight against my object shader and got normalmapping perfectly working. ( I need some coffee now grin )

Originally Posted By: Hummel
but as usually the tiles become noticeable if you don't add additional randomness

In this case I would use multiple displacement maps (or wherever you get the waves from) with different sizes
which are unlikely to repeat very often, like 1, 1.4, 3.2 etc. and blend them together.

The tiling will be almost impossible to see.

Last edited by Kartoffel; 08/03/12 17:21.

POTATO-MAN saves the day! - Random
Re: What are you working on? [Re: txesmi] #405630
08/03/12 17:19
08/03/12 17:19
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Hummel Offline
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Hummel  Offline
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About 8.7 ms, e.g. ~115 fps. (moni-res: 1920x1200, grids: 4x512^2 vertices, ffts: one for height field, two in parallel for horizontal displacement, res: 512^2)

Re: What are you working on? [Re: Hummel] #405658
08/04/12 15:30
08/04/12 15:30
Joined: Dec 2002
Posts: 3,363
Vindobona (Ostarichi)
Harry Potter Offline
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Harry Potter  Offline
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Vindobona (Ostarichi)
@Hummel: one of the best ocean water shaders I've ever seen.
If you could add some white foam (example), it would look absolutely realistic.

Improvement suggestion: I think the animation speed of the waves could be a little bit faster.

Re: What are you working on? [Re: Harry Potter] #405663
08/04/12 16:40
08/04/12 16:40
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Posts: 1,922
Schweiz
Widi Offline
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Widi  Offline
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@Hummel: like it realy

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