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shadmar

The Ocean thread (the new one)

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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.
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drooling....

 

Any chance you could make a dev diary on this? I am curious to see what is involved creating this magnificent water.

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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)

 

LE_fft1.jpg

 

LE_fft2.jpg

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*holding a droolbucket while speaking*

Reaaaaaaaaaaaaaaaaaaaaaaalllly sweeeeeeeeeett, shadmar! Can't believe my eyes. blink.pngtongue.png

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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.

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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!

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Guest Red Ocktober

i'm speechless... i never thought we'd get such great looking ocean water in Leadwerks...

 

--Mike

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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.

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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.

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Guest Red Ocktober

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

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Those waves are supposed to be basically like surface ripples, like this:

ocean_water_orca_22541_l.jpg

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Guest Red Ocktober

i would've imagined that this was closer to what was trying to be emulated in the screenies above...

 

 

 

--Mike

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Guest Red Ocktober

great... now it's gonna take me twice as many tiles to get an infinite ocean working...wink.png (just kidding)

 

how much reduction in size from old mesh...

 

LeadwerksFogSkipjack2.jpg?psid=1

 

new sub WIP in your last version with tiled ocean meshes...

 

--Mike

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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 :

 

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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.

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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?

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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.

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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? :)

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