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New water rendering method #379

@JAremko

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@JAremko

With introduction of realtime reflection in the 4.1 version it will be possible to make more realistic water model. But it is important to implement projection texture coordinates parallax with 3D texture(water is fake 3D surface) so it will be possible to use 3D noise texture for distorting projection of the scene reflection in the water to simulate ripples.
Also it will be nice to have:

  • Caustic method: http://http.developer.nvidia.com/GPUGems/gpugems_ch02.html
  • Technic to spawn rings on the water (from rain drops) it will need: colour, alpha, normal etc. texture maps support and could be implemented with "Texture Bombing" that also may be used for different things like adding some hight resolution details to large surfaces(garbage on the ground, dirt on the metal, flowers, holes from bullets, cracks, raindrops on solid surface, blood spatter on the damaged character...) :
    http://http.developer.nvidia.com/GPUGems/gpugems_ch20.html
  • Distance based transparence for water method.
  • Fresnel coefficient based reflection\refraction so optical properties of surface will depend on angle of view.
  • Refraction distortion.
  • Procedural generation of ripples, 3D noise textures for more control.

And we definitely will ned nice demo. You can youse “Advanced_TerrainDemo” as basis.

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