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Showing results for tags 'Water'.
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I will make a more detailed blog entry about this because it was an adventure to reach this. It was all about converting a beautiful shader generated waves mvement in a mathematic function that allows to predict waves forces at a position (x,y,z) , to get for example: - realistic and not randomly ingame wave shaking effects on a boat, or wood prop or whatever. - Splash effects or character realistic reactions depending on the wave water level. This is a little showcase that shows how the terrain is replicating the main shader waves movement. > The terrain's movements are generated with a script and is rendered in blue. > The shader is placed to compare a little bit higher over the terrain and has transparency.
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I feel like it'd be great if there was a way to create almost an "environment probe" or something over water, or the area you'd be standing in, that'd make it become "cheap". Cheap water being water without reflections, or any of that really resource intensive stuff. I think in scenes with distant water there's no need for the reflections and huge FPS drop. I think It'd be really cool if there was a way to have inexpensive water in the distance at some point in LE's future.
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I create material from water1_0.tex, i material editor i pick the water shader. After creation material, i create brush with material. i see artefact's on brush. Help!
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Hey team! So I've been using Leadwerks for a while now, and coming along nicely. But for the life of me, cannot figure out how to get a good "authentic" looking emitter effect. Particularly with a fast jet of steam, or sparks. Anyone good with emitters? Have any good settings that work well? Much appreciated!
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Hello guys, I am trying to change de underwater color/transparency so the player can't see stuff when he is underwater. I tried to edit the shaders: - underwater.shader - underwater_low.shader - 00_Underwater+Caustics.lua by Shadmar Can't find the correct values, anyone know a workaround to do this? Thanks
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Hi there, I have been able to add water into my work using a downloaded water material from the workshop, which also comes with a CheapWater.lua script. It works fine but, oddly enough, looks "cheap". My question is, is there something else out there looks somewhat nicer or more realistic? I havent been able to find anything. Not to mention, I can walk across it and not actually go under/into the water... Thanks
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In the top half of the picture you can see a Water material "inexpensive water" from the workshop, in the lower half you can see the built in Water mode. I have the problem that the reflection in the water mode looks very strange, same as the Water material. How to disable the reflections or make thw Water material the right way ? with the environment probes ?
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I know right now we have a universal water height variable. but what if I want to create a scene that has a dunk pool in it like the ones you would find in a carnival or fair? As far as I know there is no way to make this happen given what Leadwerks has at the moment.
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I think it would be very handy if the water height set different water heights for different landscape locations. I mean change World::SetWaterHeight( float height ) to something like World::SetWaterHeight( float height, float x, float y ), where (x,y) is a landscape point.
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Hey everyone! What would be the best way/practice to make a waterfall now in 2015 with leadwerks 3.4? Thanks
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