shadmar Posted June 21, 2012 Share Posted June 21, 2012 I know I thought I was ready but I have som sunlight issues. So I guess I'm on valve time atm.I also like to control the waves by dialog in the editor. 5 Quote HP Omen - 16GB - i7 - Nvidia GTX 1060 6GB Link to comment Share on other sites More sharing options...
AggrorJorn Posted June 21, 2012 Share Posted June 21, 2012 drooling.... Any chance you could make a dev diary on this? I am curious to see what is involved creating this magnificent water. Quote Link to comment Share on other sites More sharing options...
Roland Posted June 21, 2012 Share Posted June 21, 2012 As usual with Shadmar's shader wonders I'm knocked to the floor Quote Roland Strålberg Website: https://rstralberg.com Link to comment Share on other sites More sharing options...
shadmar Posted June 26, 2012 Author Share Posted June 26, 2012 Here is a couple of shots of the shader using FFT vertexdata (Josh kindly borrowed me a dataset) It still struggles from interpolation issues either in data or conversion, so I'll post a vid later if I get rid of the issues (..and if Josh allows it) 1 Quote HP Omen - 16GB - i7 - Nvidia GTX 1060 6GB Link to comment Share on other sites More sharing options...
ChrisV Posted June 26, 2012 Share Posted June 26, 2012 *holding a droolbucket while speaking* Reaaaaaaaaaaaaaaaaaaaaaaalllly sweeeeeeeeeett, shadmar! Can't believe my eyes. Quote My Artwork. ZBrush 4R7 64-bit - 3DCoat 4.5 BETA 12 - Fl Studio 12 64Bit - LE 3.2 Indie version - Truespace 7 - Blender 2.71 - iClone 5.51 Pro - iClone 3DXChange 5.51 pipeline - Kontakt 5 - Bryce 7 - UU3D Pro - Substance Designer/Painter - Shadermap 3 - PaintShop Photo Pro X7 - Hexagon - Audacity - Gimp 2.8 - Vue 2015 - Reaktor 5 - Guitar Rig 5 - Bitmap2Material 3 Link to comment Share on other sites More sharing options...
gamecreator Posted June 26, 2012 Share Posted June 26, 2012 Hmm, not sure what to think of this last one. It looks a little like it has a noise filter on it (like a special effect layer). I guess I'd have to see it in action to really judge. Quote Link to comment Share on other sites More sharing options...
Pixel Perfect Posted June 26, 2012 Share Posted June 26, 2012 Looking forward to seeing a video assuming you manage to solve the issues. From what I've seen in the past FFT appears to give the most realistic looking waves. Nice work yet again! Quote Intel Core i5 2.66 GHz, Asus P7P55D, 8Gb DDR3 RAM, GTX460 1Gb DDR5, Windows 7 (x64), LE Editor, GMax, 3DWS, UU3D Pro, Texture Maker Pro, Shader Map Pro. Development language: C/C++ Link to comment Share on other sites More sharing options...
Guest Red Ocktober Posted June 27, 2012 Share Posted June 27, 2012 i'm speechless... i never thought we'd get such great looking ocean water in Leadwerks... --Mike Quote Link to comment Share on other sites More sharing options...
Josh Posted June 27, 2012 Share Posted June 27, 2012 That's what happens when you have a really really high refraction level, things start looking like bubbly glass. I think the wave area is much too big, but I look forward to trying it myself. Sometimes it's really good to have a second set of eyes on these kinds of things. Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
shadmar Posted June 27, 2012 Author Share Posted June 27, 2012 Yeah I thought about the wave area is too big, The glassy effect is the refraction normals are 8x surface normals, and it looks wierd on the picture, but it doesn't look that bad when it's in movement. I will try out with smaller wave area, this way it should move better/faster without looking unnatural and I don't have to interpolate every other frame. Quote HP Omen - 16GB - i7 - Nvidia GTX 1060 6GB Link to comment Share on other sites More sharing options...
Guest Red Ocktober Posted June 27, 2012 Share Posted June 27, 2012 i think the wave area is perfect... just allow the end developer to be able to adjust the reflection/refraction levels... right now i think it (the stills) looks better than any ocean water we've had in Leadwerks... i've managed to tile 9 of the last version in a clumsy infinite ocean, and it runs ok on a low end Leadwerks capable machine here, so performance is good so far... --Mike Quote Link to comment Share on other sites More sharing options...
Josh Posted June 27, 2012 Share Posted June 27, 2012 Those waves are supposed to be basically like surface ripples, like this: Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
Guest Red Ocktober Posted June 27, 2012 Share Posted June 27, 2012 i would've imagined that this was closer to what was trying to be emulated in the screenies above... --Mike Quote Link to comment Share on other sites More sharing options...
shadmar Posted June 27, 2012 Author Share Posted June 27, 2012 Scaled the area down like suggested and the data plays alot better Quote HP Omen - 16GB - i7 - Nvidia GTX 1060 6GB Link to comment Share on other sites More sharing options...
Guest Red Ocktober Posted June 27, 2012 Share Posted June 27, 2012 great... now it's gonna take me twice as many tiles to get an infinite ocean working... (just kidding) how much reduction in size from old mesh... new sub WIP in your last version with tiled ocean meshes... --Mike Quote Link to comment Share on other sites More sharing options...
shadmar Posted June 28, 2012 Author Share Posted June 28, 2012 it's 32x32 meters but they should be perfectly tileable, the fft data set is not something I'm releasing, I guess maybe Josh will use some of it in LE3 with tesselation or an adaptive mesh or something. Here is the vid : 1 Quote HP Omen - 16GB - i7 - Nvidia GTX 1060 6GB Link to comment Share on other sites More sharing options...
Josh Posted June 28, 2012 Share Posted June 28, 2012 I had a go at this earlier. My main changes were I lowered the amount of sky reflection, increased the contrast of the direct lighting, made the specular reflection more focused, and got rid of the rough appearance of the surface. Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
macklebee Posted June 28, 2012 Share Posted June 28, 2012 I had a go at this earlier. My main changes were I lowered the amount of sky reflection, increased the contrast of the direct lighting, made the specular reflection more focused, and got rid of the rough appearance of the surface. and it looks like what? Quote Win7 64bit / Intel i7-2600 CPU @ 3.9 GHz / 16 GB DDR3 / NVIDIA GeForce GTX 590 LE / 3DWS / BMX / Hexagon macklebee's channel Link to comment Share on other sites More sharing options...
Josh Posted June 28, 2012 Share Posted June 28, 2012 and it looks like what? Better, IMO. Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
macklebee Posted June 28, 2012 Share Posted June 28, 2012 Better, IMO. that was a hint to show a screenshot of it or maybe a vid... 1 Quote Win7 64bit / Intel i7-2600 CPU @ 3.9 GHz / 16 GB DDR3 / NVIDIA GeForce GTX 590 LE / 3DWS / BMX / Hexagon macklebee's channel Link to comment Share on other sites More sharing options...
shadmar Posted June 28, 2012 Author Share Posted June 28, 2012 After Josh teaked it, I admit it looks better without all the noise Quote HP Omen - 16GB - i7 - Nvidia GTX 1060 6GB Link to comment Share on other sites More sharing options...
macklebee Posted June 28, 2012 Share Posted June 28, 2012 agree... the noise made it look horrible... looks much better now. Quote Win7 64bit / Intel i7-2600 CPU @ 3.9 GHz / 16 GB DDR3 / NVIDIA GeForce GTX 590 LE / 3DWS / BMX / Hexagon macklebee's channel Link to comment Share on other sites More sharing options...
Raz Posted June 28, 2012 Share Posted June 28, 2012 It should be a lot more opaque and maybe have a detail normal map for smaller ripples, because I think right now the water looks a bit too plain. Quote Link to comment Share on other sites More sharing options...
Benton Posted June 29, 2012 Share Posted June 29, 2012 I like the one with the foam better... Quote Windows 7 Professional 64 bit, 16 gigs ram, 3.30GHz Quad Core, GeForce GTX 460 one gig, Leadwerks 2.5, Blender 2.62, Photoshop CS3, UU3D Link to comment Share on other sites More sharing options...
shadmar Posted June 29, 2012 Author Share Posted June 29, 2012 Real looking water looks much more boring than game-waters, so I think it's a matter of what you want it to look like. Google ocean pictures and you see what I mean, google ocean 3d fft and you'll see simulated water/oceans. If it's windy it gets noisy, if there is no wind, you have that glossy water game effect. So what's your favorite color? Quote HP Omen - 16GB - i7 - Nvidia GTX 1060 6GB Link to comment Share on other sites More sharing options...
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