Jump to content

Search the Community

Showing results for tags 'water'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Blogs

  • Development Blog
  • Canardian's Blog
  • Beyond Civilization Blog Ext
  • Tyler's Blog
  • macklebee's Blog
  • B-Byrnes' Blog
  • Marleys Ghost's Blog
  • omid3098's Blog
  • Richardsimpo123456's Blog
  • DJDD's Blog
  • Rick's Blog
  • --
  • xtreampb's Blog
  • Economically Disadvantaged
  • klepto2's Blog
  • Old Blog
  • Chris Paulson's Blog
  • Davaris' Blog
  • nil
  • Rekindled Phoenix's Blog
  • Flexman's Blog
  • Kattemaksu Online
  • Marcousik's Creations Blog
  • EVE LBS Studio
  • Rendering puzzles
  • Screen Size Utility
  • Niosop's Blog
  • 1299 RTS Game Project
  • Blitzbat's Blog
  • gordonramp's Blog
  • Andy Gilbert's Blog
  • Marcus' Blog
  • JornAggror Blog
  • diedir's Blog
  • wayneg's Blog
  • Masterxilo's Blog
  • Dave Lee's Blog
  • peubuy's blog
  • OD Arts -Leadwerks Blog
  • The progression......
  • Ultra Software Company Blog
  • The Progression
  • Pancake's Blog
  • Test Blog
  • BLaBZ Blog
  • Pure³d's Blog
  • dreamhead Blog
  • RVL's Blog
  • DB's Blog
  • Toxin Games Development Blog
  • CombatHelo Blog (RSS Import)
  • Foolish's Blog
  • ZioRed's Corner
  • Toxin Games Twitter
  • Shard - Third Initiative
  • Shard's Blog
  • Soamp's Blog
  • Soamp's Blog
  • Laurens' Blog
  • JT`s warehouse district
  • Kennar's Blog
  • KiteFuchs' Blog
  • KiteFuchs' Blog
  • Rachel's Dev-Blog
  • Eagle's Blog
  • zaphos' Blog
  • please delete this blog
  • Afke's Blog
  • Richard Simpson
  • knowledgegranted's Blog
  • EdzUp(GD)'s Blog
  • aGameLife's Kelasel MMORPG Blog
  • tournamentdan's Blog
  • Beyond Civilization Blog
  • smashthewindow
  • AnniXa's Blog
  • AnniXa's Blog
  • Elemental Development
  • DigitalHax Blog
  • Aria's Blog
  • Strogg76's Blog
  • Clackdor's Blog
  • Leadwerks Project Status
  • simpleprogrammer's Blog
  • Pathfinding in LE.2.x
  • Naughty Alien's Blog
  • smashthewindow's Blog
  • Ali Salehi's Blog
  • Jardar's Blog
  • Chris Vossen's Development Blog
  • Scarlet Thread Studios' Blog
  • Kronos' Blog
  • Benton's Blog
  • ChrisV's Blog
  • tjheldna's Blog
  • shadmar's Blog
  • 3D Masons, LLC
  • Andy Gilbert's Enviro Models
  • ParaToxic's Blog
  • NarkLord's Blog
  • ChrisMAN's Blog
  • ChrisMAN's Blog
  • CGMan's Blog
  • The Game
  • Chris Tutorials
  • Leadwerks 3 Experience
  • An Alien Saga
  • klepto2 & Leadwerks 3
  • Inside the mind of eternal insomniac
  • josk's Blog
  • Shader Development in Leadwerks 3.1
  • 3D Coat : Column game making of
  • Einlander's Blog
  • Ginger George's Blog
  • I have a problem
  • Michael_J's Blog
  • nasamydifol's Blog
  • Digman's Blog
  • noesisGUI
  • SavageDogg38's Blog
  • Built from Ruins
  • Remaining Days
  • test_external_blog
  • The Hunt For Food Blog
  • Crazy Minnow Studio
  • CrazyMinnowStudio
  • Guppy's Blog
  • Playing Online
  • Evayr's Blog
  • DerRidda's Blog
  • Karl's Blog
  • whiterabbit's Blog
  • Tinyboss Games
  • abendkleider's Blog
  • sacguccireplica's Blog
  • Arena
  • Imchasinyou's Blog
  • xtom's Blog
  • Lua is better than you think.
  • mdgunn's Blog
  • Crime Closer
  • lxFirebal69xl's Blog
  • Wedmer's Blog
  • Lockdown, going forward.
  • Pump-Action Captain
  • Igor's Blog
  • Dead Anyway
  • Runenrise and more
  • reepblue's Blog
  • Slippy's Corner
  • LUA Musings
  • severjack's Blog
  • mikeporter's Blog
  • miko93's Blog
  • Megalocerous' Blog
  • lxFirebal69xl's Blog
  • aiaf's Blog
  • Lostghbear's Blog
  • echo $BLOG_NAME > blog_title.tmpl
  • johnadam111's Blog
  • Dwarf Beard
  • burgelkat's Blog
  • Charrua's Blog
  • peterpaul's Blog
  • joshmathews' Blog
  • Martin Kearl's Blog
  • Brutile's blog
  • tipforeveryone's Blog
  • Glushchenko Blog
  • Express Lab Games Blog
  • Blueapples' Blog
  • DooMAGE's Blog
  • Structura devblog
  • UltraEngine - Experiences, add-ons and other Stuff
  • martyj's Blog
  • Dragonfreak's Blog
  • Brutile's Blog
  • assigmenthelp
  • Case Study Assignment Help
  • How to deal with bad grade ?
  • How to deal with bad grade ?
  • GameDev Blog
  • devcjohnson's Blog
  • devcjohnson's Blog
  • THE WHAT? Blog
  • The Demurian Scribe
  • GUI Editor
  • GUI Tutorial
  • noob_shaders
  • The Seventh World
  • Phodex Games Blog
  • Leadwerks VS Source 2
  • Work in Progress - Scifi PBR Media
  • [C++] First Player game start
  • The Blog of Yue
  • Snowboarding Development Blog
  • Ocean: Rendering in Leadwerks 4
  • Game Ready Maps
  • Ultra App Kit (Advanced Custom Widgets)
  • Poking around
  • Blender tutorials
  • Usefull Scripts & Components
  • Thirsty Panther
  • Ultimate Action Game Controller

Forums

  • Software
    • General Discussion
    • Programming
    • Game Artwork
    • Showcase
    • Suggestion Box
    • Bug Reports
  • Addons
    • Extensions & Plugins
    • Components
    • Addon Development
  • Platforms
    • Windows
    • Linux
    • macOS

Categories

  • Streams and Events
  • Tutorials
  • Games
  • Work in Progress

Categories

  • Components
  • Effects
  • Extensions
  • Materials
    • Asphalt
    • Brick
    • Concrete
    • Effects
    • Fabric
    • Ground
    • Marble
    • Metal
    • Organic
    • Plaster
    • Rock
    • Roof
    • Sand
    • Snow
    • Surface Imperfections
    • Tile
    • Wood
  • Models
    • Animals & Creatures
    • Architecture
    • Food
    • Machinery
    • Plants and Vegetation
    • Props
    • Vehicles
  • Scenes
  • Skyboxes
  • Tools

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Location

  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
×
×
  • Create New...