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shadmar

The Ocean thread (the new one)

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That seamless tiling is 100% awesome sauce.

 

I'm currently writing a chapter on water features in Unity, UDK and other engines and all the time I can't help but compare them to your shader. Visually this has enormous bang per buck. If the physical interaction can be worked one it's going onto the shelf of "I can't believe it's not from a AAA game".

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0.8 uploaded.

  • -Added normalmaps and foam maps from Pure3D
  • -Fixed tiling, tiles perfectly on 512
  • -Added normalmap and foam slightly scroll sine curve
  • -Added color controls for shallow and depth
  • -Normalmap animated shifting xz every second.

  • Upvote 2

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Guest Red Ocktober

absolutely magnificent... still playing around with the settings, but so far, looks like a great improvement...

 

one thing to note...

while in the previous version of the shader i had the luxury of switching back and forth between Leadwerks 2.43 and 2.5, this latest version only works properly with leadwerks 2.5 (i can't seem to set the colors properly in 2.43)... not a problem though...

 

Thanks just doesn't seem to be enough...

 

--Mike

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Strange, not sure hat would cause this in 2.43.

 

Edit: tested in 2.43, everything seem fine when I test it here.

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Guest Red Ocktober

hhhmmmm... looking again... will do a clean install...

 

i wound up updated the 2.43 sdk files (i had modded some of the files in shader.pak and a few other things)...

working fine now...

 

--Mike

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@shadmar: You should enable 16x Anistropic and the screenshots will look much better, without those horrible squares :)

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I really like it. Getting a slider whore in the properties roll-out but better to have some more sliders to play with as less. :)

 

What are the minimum specs a system need to display this shader? Thinking of doing a beach scene with my house I work on. But I'm afraid people with older systems dont see the ocean.

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Not sure. Shader model 3.. Gforce 8400 ish and above maybe?

 

@meta. Can I do this in the editor?

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I have a Bulldozer CPU and ATI 5750, but I can't make this ocean shader working. When I drag gerstner to scene it locks up. Goes into "not responding" state and do not respond back :( What may I be doing wrong?

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Maybe driver issue I don't know, I have only Nvidia cards, and I don't think I've heard anyone having this issue.

Try updating your drivers to the latest.

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May be it is a Bulldozer CPU issue, because for example for being able to play Crysis and Crysis Warhead, systems with Bulldozer CPU need and update. Does your component have a log or something like that? Editor itself has a log but because I cannot shutdown it correctly (it locks up and never respond back) the log couldn't be flushed onto disk. I have another system with Phenom CPU, I'll try with it tonight. Everything will be same on configuration but CPU and board will be different. I'll post back the result.

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Our configurations are almost the same, just mine is 8x Bulldozer and I run on Windows Vista. Strange situation really... I don't know what could cause such an issue. All other scripts and LE features work properly. May be I installed it wrong, is there anything I should do except copying that folder into Models folder?

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No not really, it's just standard lua using LE functions and shader should run fine on you card.

Try setting some other shaders in the ocean.mat file just to see if it locks up because of the shader or not.

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I have a 5750 card with Intel I5 Win7.

Both old CCC drivers (12.1) and latest drivers just installed(12.8) did not cause any lockups

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I treid the .mat file in material editor, it locked up again. Something is definitely wrong with my machine, I just can't see what... Great thanks for replies.

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Yeah I solved it. When I first set up this machine, from Catalyst Control Center I have adjusted some settings. When they were in "application controlled" state, I forced them to maximum quality option. Now I reseted everything back to original, everything worked. By the way, that component is very very nice,far better than it looks on video. Great job! Thanks to everyone who contributed.

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