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  1. 0 downloads

    SurfaceImperfections012 PBR materialCC0 Public Domain
  2. 0 downloads

    SurfaceImperfections011 PBR materialCC0 Public Domain
  3. 0 downloads

    SurfaceImperfections010 PBR materialCC0 Public Domain
  4. 0 downloads

    SurfaceImperfections009 PBR materialCC0 Public Domain
  5. 0 downloads

    SurfaceImperfections002 PBR materialCC0 Public Domain
  6. 0 downloads

    SurfaceImperfections001 PBR materialCC0 Public Domain
  7. AmbientCG

    Ice004

    0 downloads

    Ice004 PBR materialCC0 Public Domain
  8. AmbientCG

    Ice003

    0 downloads

    Ice003 PBR materialCC0 Public Domain
  9. AmbientCG

    Ice002

    0 downloads

    Ice002 PBR materialCC0 Public Domain
  10. AmbientCG

    Ice001

    0 downloads

    Ice001 PBR materialCC0 Public Domain
  11. AmbientCG

    Ground035

    0 downloads

    Ground035 PBR materialCC0 Public Domain
  12. klepto2

    OceanProgress

    A picture showing some progress: - Realtime shoreline detection with flow direction - from air to water effect based on camera level - underwater
  13. klepto2

    stormy ocean

    Ocean-Rendering with stormy conditions using: Compute-Shaders, FFT and a custom LOD system (also having a projected grid version working)
  14. Hi I'm new and started editing the VR tutorial built a cool map everything looks fine while in the application window but when I put my headset on the water, fog, and spotlights are fixed to my headsets camera so when I move my head the entire block of water moves with it its trippy and funny but I'm looking thru the script to fix this but figured you wouldn't want this to roll out by default but maybe I'm doing something wrong as well I started a new project with the VR Tutorial and still the same result. I love Leadwerks tho I'm having a lot fun! thank you!
  15. I feel like it'd be great if there was a way to create almost an "environment probe" or something over water, or the area you'd be standing in, that'd make it become "cheap". Cheap water being water without reflections, or any of that really resource intensive stuff. I think in scenes with distant water there's no need for the reflections and huge FPS drop. I think It'd be really cool if there was a way to have inexpensive water in the distance at some point in LE's future.
  16. I create material from water1_0.tex, i material editor i pick the water shader. After creation material, i create brush with material. i see artefact's on brush. Help!
  17. CorzaX24

    Emitters

    Hey team! So I've been using Leadwerks for a while now, and coming along nicely. But for the life of me, cannot figure out how to get a good "authentic" looking emitter effect. Particularly with a fast jet of steam, or sparks. Anyone good with emitters? Have any good settings that work well? Much appreciated!
  18. Hello guys, I am trying to change de underwater color/transparency so the player can't see stuff when he is underwater. I tried to edit the shaders: - underwater.shader - underwater_low.shader - 00_Underwater+Caustics.lua by Shadmar Can't find the correct values, anyone know a workaround to do this? Thanks
  19. In the most recent beta if you create a vegetation layer and have water in your scene the water reflections will be distorted. I took before and after screenshots to show what "distorted" means. Before (Without Vegetation) - After (With Vegetation) -
  20. CorzaX24

    Water

    Hi there, I have been able to add water into my work using a downloaded water material from the workshop, which also comes with a CheapWater.lua script. It works fine but, oddly enough, looks "cheap". My question is, is there something else out there looks somewhat nicer or more realistic? I havent been able to find anything. Not to mention, I can walk across it and not actually go under/into the water... Thanks
  21. Hey guys, Is it possible to get vegetation reflected into the water surface? Thanks!
  22. In the top half of the picture you can see a Water material "inexpensive water" from the workshop, in the lower half you can see the built in Water mode. I have the problem that the reflection in the water mode looks very strange, same as the Water material. How to disable the reflections or make thw Water material the right way ? with the environment probes ?
  23. I know right now we have a universal water height variable. but what if I want to create a scene that has a dunk pool in it like the ones you would find in a carnival or fair? As far as I know there is no way to make this happen given what Leadwerks has at the moment.
  24. I think it would be very handy if the water height set different water heights for different landscape locations. I mean change World::SetWaterHeight( float height ) to something like World::SetWaterHeight( float height, float x, float y ), where (x,y) is a landscape point.
  25. Hey everyone! What would be the best way/practice to make a waterfall now in 2015 with leadwerks 3.4? Thanks
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