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Posted

For waterfall particles may be a better solution (never tried it)

 

for water, you will have to create your plane in the transparency world

then there are 2 ways that come to my mind for texture animation.

 

1) Always pass 2 textures to the shader. each representing a frame. then you blend those 2 textures according to the apptime. now you have to pass the right 2 textures from your code.

 

2) just update the UV-coordinates in the shader.

 

do you want to create realistic looking water, or a bit cartoonish style-water?

Posted

The thing is, such a waterfall will not be affected by distance fog, which would render ugly in my scene. Same goes for lighting, but that's less of a problem.

Posted

I haven't tried animated material yet, but this might be a way to slip around it.

 

Create a plane mesh that represents the water.

Make a simple movie of streaming water (topview)

Use Niosop's video tingoind to place the video on the entire waterfall mesh

add some particles for extra effect

 

haven't tried this yet.

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