Guest Red Ocktober Posted August 19, 2012 Posted August 19, 2012 ... of Shadmar's ocean object (c++ or blitzmax)... I must be having a mind block or something... i'm sure i've done this before... I'm having trouble getting the water colors to correspond with those seen in the editor (in version 243)... the water color looks greyscale instead of blue... i think modifying the intensity property will fix it... no problems in 250 though... hmmmm... anyways, thx in advance... --Mike Quote
Canardia Posted August 19, 2012 Posted August 19, 2012 Intensity is just a fake setting which only multiplies the actual colors, so if you have colors of 240 or higher and then use a intensity of higher than 1, it will only overburn the colors making them all gray and white. There is never a need for anything else than intensity 1.0, because you can adjust the colors yourself much more elegantly. Quote ■ Ryzen 9 ■ RX 6800M ■ 16GB ■ XF8 ■ Windows 11 ■ ■ Ultra ■ LE 2.5 ■ 3DWS 5.6 ■ Reaper ■ C/C++ ■ C# ■ Fortran 2008 ■ Story ■ ■ Homepage: https://canardia.com ■
shadmar Posted August 19, 2012 Posted August 19, 2012 You can always hack the shader ...In the oceans frag find : vec4 color = .... add below color*=vec4(R,G,B,1); Where you replace the RGB using float values in ranges 0..1 normally, but try 1,1,2 for extra blue, or 2,2,2 for twice intensity, but as Meta says they will probably look abit burned if set too high. Quote HP Omen - 16GB - i7 - Nvidia GTX 1060 6GB
Guest Red Ocktober Posted August 20, 2012 Posted August 20, 2012 ahhh... yes, that's what i was lookin' for thx Shad... --Mike Quote
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