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water workflow


YouGroove
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Hi,

 

 

Testing water for a game using long distance view i have two things not looking good :

- terrain under water limit is visible

- skybox and water don't blend

 

 

long_distance.jpg

 

So what could be the best solutions ?

- using very large simple underground models or planes with some rocks in the neightbour regions around the terrain model

- using not a texture for skybox , but some color grading sky system ?

 

It is possible to have some work around to hide the sky and water dissociation ?

Stop toying and make games

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I don't have any such problem with skybox but being able to see grass under water is not very realistic.

In my le 2 game I had 2 characters having a swordfight while up to their waist in water. It looked good. Cannot replicate it in le3, UNLESS someone can tell me how.

amd quad core 4 ghz / geforce 660 ti 2gb / win 10

Blender,gimp,silo2,ac3d,,audacity,Hexagon / using c++

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  • 1 year later...

Actually, it looks like if you open up "Shaders\Water\water.shader" and fine this section of code:

	#define SHALLOWRANGE 0.1

if (z>SHALLOWRANGE)
{
	float depthmix = min(1.0,(z-SHALLOWRANGE)/(10.0-SHALLOWRANGE));
	depthmix=sqrt(depthmix);
	refraction = refraction * (1.0-depthmix) + (depthmix) * vColor;
}

 

You can adjust the SHALLOWRANGE constant and the number 10 to adjust the opacity. 10 meters is the distance at which the water is completely opaque, as the shader is written now.

My job is to make tools you love, with the features you want, and performance you can't live without.

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