Realistic water node
Re: Realistic water node
Now we're cooking.
Last edited by Vectrotek on Sat Jun 18, 2016 3:48 pm, edited 1 time in total.
Re: Realistic water node
Now just bring back the Screen Quad for FXAA and fix the Above Water vs Under Water thing and were on our way..
It would be cool to have those "Underwater Post Processor back"..
@The_Glitch.. I had to have a close look at the Directory References in the code..
These strings were changed:
also in the Water Node File I had to have:
It may or may not have something to do with your black screen..
(check in your console whether any shaders or image files were loaded)
This opens a few doors..
It would be cool to have those "Underwater Post Processor back"..
@The_Glitch.. I had to have a close look at the Directory References in the code..
These strings were changed:
Code: Select all
RealisticWaterSceneNode* water = new RealisticWaterSceneNode(TheSceneManager, 512.0, 512.0, "Shaders");
Code: Select all
irr::video::ITexture* bumpTexture = _videoDriver->getTexture(resourcePath + "/waterbump.png");
(check in your console whether any shaders or image files were loaded)
This opens a few doors..
Re: Realistic water node
There's still some small issues but it looks O.K. so far..
Re: Realistic water node
Issues such as the visible "clipped wavelets" at the borders of the screen
, some slightly weird reflections and Underwater Post Processing is solvable
simply because they are clearly solved in the other version elsewhere on the forums..
, some slightly weird reflections and Underwater Post Processing is solvable
simply because they are clearly solved in the other version elsewhere on the forums..
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Re: Realistic water node
Gotta love skyrim
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Re: Realistic water node
Better eyes
Re: Realistic water node
Now render that to a screen quad three times, one with Normal Render,
one with Contrast so the eyes are isololated (hlsl contrast to rtt)
and one with the eyes blurred so they shine..
FXAA if you really like as a fourth pass..
Water optional..
one with Contrast so the eyes are isololated (hlsl contrast to rtt)
and one with the eyes blurred so they shine..
FXAA if you really like as a fourth pass..
Water optional..
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Re: Realistic water node
yeah going to look into a new technique for glowing eyes. I believe you need hdr rendering to have things that have there own level of brightness vs other objects in the scene.
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Re: Realistic water node
There's not any water in those screenshots. I'm working on some new water effects I'll post when I get them up.
Re: Realistic water node
This one don't have the advanced "Depth" factors (other comple version) so we have to find a curve that relates
"Plane Clip Offset" with "Camera Distance From Water"..
Working On it..
"Plane Clip Offset" with "Camera Distance From Water"..
Working On it..