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Guest Red Ocktober

Ocean Water Envy

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Not sure if your in the UK Red Ocktober but I was just flicking through tv listings and at 9pm today on BBC Four "The secret life of waves", hour long documentary about ocean waves. Might be taking research a bit far, but I will have the tv on whilst on laptop.

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I've been incredibly jealous of other engine's detailed water. Even something that's similar to Crysis would be acceptable.

 

Can we have river nodes at least? It's been around for a while now...

 

Also, has anyone looked into the way Valve does it with flow-maps?

http://www.valvesoftware.com/publications/2010/siggraph2010_vlachos_waterflow.pdf

(Developed for L4D2 and used in Portal2)

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Guest Red Ocktober

I've been incredibly jealous of other engine's detailed water. Even something that's similar to Crysis would be acceptable.

 

Can we have river nodes at least? It's been around for a while now...

 

Also, has anyone looked into the way Valve does it with flow-maps?

http://www.valvesoftware.com/publications/2010/siggraph2010_vlachos_waterflow.pdf

(Developed for L4D2 and used in Portal2)

 

well... talking about something similar to Crysis' water, Torque3D's just released 1.1 version comes pretty darn close...

 

foam on the shoreline... in the deep water... real displaced waves... nice looking textures...

 

here's a short clip of some scenes taken while i was running around their Pacific demo...

 

 

i'm not gonna bother asking Josh if we can get anything even close to this in 2.4, or 5... but i'm sure gonna hope that 3 compares to this...

 

that's all i'll need...

 

(oh yeah... i threw in a lil Cave and Lava envy frames at the end of the video :) )

 

 

--Mike

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It's using a FFT shader, but it works only well on my PC.

On my Samsung Galaxy S2 it's too slow, so I have to make some mesh animated salty water instead for Android, which can use also perturbed UV's to make it look quite nice.

 

The balls don't actually collide with the water, but I put some simple Lua script in the ball model, which checks the water height at the ball's x,z position and adjusts the ball's y coordinate to the water height using the Curve() function, so the ball can also dive. However, the balls have also a physics sphere body so they collide at the beginning when the left ball hits the right ball, and then they move along the water from that collision force. They will stop after a long time, because the friction is set very low.

 

To make the physics work better, I will still need to make a logic so that the ball gets gravity 0 when it's y position is smaller than the water height at the ball's position. With zero gravity the balls can then travel freely under water, and I could also add some small force which pushes the ball a bit up in each frame.

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I think you will, because Josh said he wants to make a FFT salty water shader also, the rest is just adjusting parameters to make it look good.

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It's not yet in LE2, because I still need to figure out what texture slots and other GLSL stuff LE2 uses.

Would be nice if you could just use any GLSL shader in LE2, and maybe in LE3 it will be easier, but I think the main problem is that nobody has made a global standard for shader's textureslots yet, so everyone uses different slots.

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Guest Red Ocktober

just took a look at the demo... verrry nice...

 

that would be great if we could get something similar that in LW...

 

 

--Mike

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