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Water improvements


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We are working on a better solution for excluding the external volume of the ship.

 

Any progress yet? Probably the best would be some masking material. I would prepare mesh in shape of ship deck, apply this material and water will be not rendered under it.

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  • 3 weeks later...

If there will be no important feature requests, we would like to stop with ocean rendering improvements for a while.

The next thing to do is local water (rivers and lakes).

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If there will be no important feature requests, we would like to stop with ocean rendering improvements for a while.

The next thing to do is local water (rivers and lakes).

 

Yes please :)

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  • 4 weeks later...

Water improvements are really great ! Especially the new shortline effects are outstanding, same is true for the seamless transition between air/water. The only thing missing would be some water droplet refraction effect during/shortly after transition from water to air..but once again: great job ! 

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  • 7 months later...

Hello!

We want to use GlobalWater object, but add some effects like collision between water and pier, local water splashes, special wave form at coast in storm, etc.

So, we have to affect water height directly.

Is it possible (in future releases or on a commercial basis) to have smth like water.setHeight(...) or changing wind speed in local zone, or connecting our custom wave-engine ?

Thanks.

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Thank You!

And another question: FieldHeight adds or subtracts to height of Water, but is it possible to multiply height similar way (by some Field) ?

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  • 1 month later...

A decal to project onto the water would be lovely. 

To simulate objects on the surface.

 

Would be great, if it can move with the water surface.

 

Best.

Werner

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Hey. That is Great and it seems to work pretty well!

 

One thing I see is, that the diffuse distortion is influencing all (of course) diffuse objects on the water surface, as the value is set in the water material.

 

Is there any way to set that somehow per decal or decal material individually

 

Best, 

Werner

post-767-0-07894500-1496158757_thumb.jpg

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  • 7 months later...

What about river tool, and water mesh shader/material improvement?
It will be great to see directional flowing river, like this: https://www.rug.nl/society-business/centre-for-information-technology/research/hpcv/publications/watershader/
It will be great also to implement underwater rendering for waterMesh, like in waterGlobal. At this moment, we are forced to use waterGlobal instead waterMesh, because of much better appearance. Of course, the price is FPS drop && impossibility to create slope river.

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14 hours ago, sergej.koptev said:

What about river tool, and water mesh shader/material improvement?
 

River/road tool is requested for years and postponed and postponed...:

 

 

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