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This is completely detached from the integrated waterplane. It runs highly dependend (currently) on resolution of the tesselated watermesh. I get between 120 and 200 fps. the bottleneck is 1. the mesh and 2. the need to render the scene twice for the refraction. i could modify it so that refraction works without a second pass, but then ssr is not working.
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Back to ocean Rendering:
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Bouyancy is one thing i want to add, don't know how the performance costs will be, maybe this needs to be integrated into c++ for speed. Here is a small thing i have done lately:
Sorry for the low quality, but it shows what you can do. Adding wave objects in the Editor with realtime update. A feature which can be used to add waves directing to the shore.
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Finally back on my computer and finally back at Leadwerks. Hopefully with much more time to spent here