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Old 07-26-11, 06:24 AM   #1
Hans Witteman
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Hi mate,

What have you done to me after your thread the idea was haunting me and i did a full night of testing and i know exactly the effect you are after regarding faking the reflection since we lack of a modern shader model.

So i fiddle again with the reflex atlantic.tga and did a noise map to get the smallest possible speckle of white mix with some slight tonal color value.

The result came out not exactly the way i want them but i know why it doesn't show the way i want it is because of the size of that graphic that is 512x256 if someone can figured out how to make this image twice the size then we will have that great realistic look for the water.

This graphic is composed of multiple tiles that are trigger by the game engine to represent different time of the day and i already tried to double it size but it is not correctly read when re-size.

The point is if i can get a higher resolution i can then have better reflection detail on water surfaced and even there is a possibility of animating a reflection pattern on it that could simulated a much more advanced shader.



See the left lower tile is the reflection.




This one is the greenish tinted



For the blueish lovers.

Note these image are not realistic because of the distortion in reflect speckle and also i modified a lot of setting that i didn't reverted before taking screenshots.

Best regards Hans
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Old 08-01-11, 06:02 PM   #2
urfisch
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interesting point, anvart. will try this! thanks!
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Old 08-01-11, 06:18 PM   #3
Anvart
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Quote:
Originally Posted by Anvart
Quote:
Originally Posted by Hans Witteman View Post
...
The point is if i can get a higher resolution i can then have better reflection detail on water surfaced
and even there is a possibility of animating a reflection pattern on it that could simulated a much more advanced shader.
...
Best regards Hans
I wrote already ... You can create additional object such as SkyColor, and use this object as sky reflection model (reflection in the water)... mesh of this object must have a slightly
smaller radius than SkyColor object... and this object (we call it SkyReflection) should not
be visible... then you texture this object (texture with noise, glare and so on... and
with alpha blending!!!)... and then you can even animate this texture and/or make slow
rotation of this object... may be.
May be bad idea,... because, i think, the new object will close reflection of SkyColor's object ... even if the new object is invisible and with a-blend?? or not bad??? can't test it...
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Last edited by Anvart; 08-01-11 at 07:09 PM.
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Old 08-02-11, 05:09 AM   #4
urfisch
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Quote:
Originally Posted by Anvart View Post
May be bad idea,... because, i think, the new object will close reflection of SkyColor's object ... even if the new object is invisible and with a-blend?? or not bad??? can't test it...
dont know either, will test tomorrow. but the key of better water is not only the reflection map, its the surface map of the water, like the foam is. that was my initial idea: having the parameters of the foam creation set to wave high "0" and add a certain foam to these parameter. the new foam is a bump map, which scatters the surface, so we have better looking light reflection.

but i have no skills for that. havnt found the source-parameters of the foam creation either.
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Old 08-02-11, 03:12 PM   #5
Anvart
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@urfisch
First let play/experiment with SeaFoam parameters in EnvSim controller in scene.dat file.
... and term bump of water it's not texture bumping...
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