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vitorbalbio vitorbalbio is offline
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SpewBoy! You work in improve the Ultimate water shader is great! Really very good! ^^
And i see martinsh solute the problem with mist in GLSL this is great use for Underwater.

I will release my version of UnderWater scene soon with the Martinsh Fog and outers effects.
Thanks for improve this spewboy! Keep Blending ^^
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Last edited by vitorbalbio; 08-Jul-09 at 02:00.
#41   Old 08-Jul-09, 01:44   
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SpewBoy SpewBoy is offline
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I am interested to see what you have come up with I've started making my own branch of water demos now. Based off yours except it's using my own environment now and my own textures, except I'm still using your water normal map So my branch is now called "Realistic Water Environment", while yours is "Ultimate Water Shader"

Anyway, here's my latest one. It includes a bunch of tweaks, better performance, much better usability over my last one and of course, proper fog. Yay!

EDIT: Updated it again, so that the water appears greener when looking from close up but appears less green from a distance. This is to aid the transition between above water (where everything's blue-ish and reflective) and under water (where everything's greeny-blue). So download v1.1 if you want the latest, or download v1.0 if you don't like the sound of what I've just said.. Also, the screenshots attached are of v1.0, not v1.1, so the water is less green at a distance than what the pics are showing. Oh, and the fog and wavy distort filter won't work on my Mac (probably to do with ATI cards. Even though mine is an Intel GMA 950, it suffers from the same problem).

Download v1.0: Linky
Download v1.1: Linky
Attached Images
File Type: jpg water1.JPG (157.8 KB, 33 views)
File Type: jpg water2.JPG (67.0 KB, 29 views)
File Type: jpg water3.JPG (202.1 KB, 36 views)
............................................
[] Burning Rubber Project Site (Outdated) [] Burning Rubber Project Thread []
[] My Demos []

Last edited by SpewBoy; 08-Jul-09 at 12:45.
#42   Old 08-Jul-09, 11:59   
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vitorbalbio vitorbalbio is offline
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Spewboy: Look good! I have a tip: You can use outer invisible plane with the "water" propert a few above of water plane to make a more stable transition between under and sub water.
Bye! ^^
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Starats Studio! Brasil tb tem Blendero!
Blog: http://obalbio3d.wordpress.com/
Ruínas2.0 : http://blenderartists.org/forum/showthread.php?t=152668
"O Blender não é mt carismático mas.... "
#43   Old 08-Jul-09, 13:12   
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SpewBoy SpewBoy is offline
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Yes. That might work actually thanks I was messing around with all the other stuff but never thought to do that. Can't wait to see your new Ultimate Water Shader
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#44   Old 08-Jul-09, 13:19   
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Hunter Hunter is offline
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Would either of you be willing to do a tutorial on creating the water and effects?
#45   Old 08-Jul-09, 22:56   
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vitorbalbio vitorbalbio is offline
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Quote:
Would either of you be willing to do a tutorial on creating the water and effects?
yet don´t there is a step by step for a water that usable for all situations. And the water is still being developed.... But you can use the ultimate water shader as a templare. Change the node values and adapt that to you scene.
Bye! xD
............................................
Starats Studio! Brasil tb tem Blendero!
Blog: http://obalbio3d.wordpress.com/
Ruínas2.0 : http://blenderartists.org/forum/showthread.php?t=152668
"O Blender não é mt carismático mas.... "

Last edited by vitorbalbio; 09-Jul-09 at 08:16.
#46   Old 09-Jul-09, 02:10   
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SpewBoy SpewBoy is offline
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I'll try my best to develop a tutorial on it but I'm still not too fluent with the whole node thing. I won't do a tutorial on creating the water normal map. There's already one for that. I'll make it in PDF format so it's less confusing.
............................................
[] Burning Rubber Project Site (Outdated) [] Burning Rubber Project Thread []
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Last edited by SpewBoy; 09-Jul-09 at 07:13.
#47   Old 09-Jul-09, 06:39   
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Blackrusader Blackrusader is offline
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Hey VitorBalbio

In the game Half Life 2 the lost coast they explained how they did refractive and reflective water in the source engine. They render the scene 3 times , one for everything below the water with the mist and then applied distortion to it for refraction, did the same but without any mist for everything above the water and then just rendered the scene as normal for the players normal view. So would it be possible to write a script that would render everything below the water from the player's view as a sort of as a second layer and then distort it, and then UV unwrap the water plane from view and and project the refracted layer onto the water plane.

(That was a lot of writing, but I hope you understand what im trying to say, if you want i could get an in-game video of it)
#48   Old 09-Jul-09, 07:36   
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vitorbalbio vitorbalbio is offline
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Thanks for the explanation. It really look interesting, but with the features that I know in the BGE is still hard to create this effect =/
Thanks to try help xD
............................................
Starats Studio! Brasil tb tem Blendero!
Blog: http://obalbio3d.wordpress.com/
Ruínas2.0 : http://blenderartists.org/forum/showthread.php?t=152668
"O Blender não é mt carismático mas.... "
#49   Old 09-Jul-09, 20:29   
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Blackrusader Blackrusader is offline
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Quote:
Originally Posted by vitorbalbio View Post
Thanks for the explanation. It really look interesting, but with the features that I know in the BGE is still hard to create this effect =/
Thanks to try help xD
Your Welcome
#50   Old 09-Jul-09, 20:57   
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I am not use to using the node system and the tutorial would be greatly appreciated.
#51   Old 10-Jul-09, 00:45   
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kamaro kamaro is offline
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Problem encountered while trying to add and alpha in front of the mirror water. The alpha object is clipping by the water. Here is an example file:http://rapidshare.com/files/25411955...LIP.blend.html
#52   Old 10-Jul-09, 09:51   
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Quote:
Originally Posted by kamaro View Post
Problem encountered while trying to add and alpha in front of the mirror water. The alpha object is clipping by the water. Here is an example file:http://rapidshare.com/files/25411955...LIP.blend.html
That is really weird. After a lot of testing, I can say that it always seems to happen. If you add one cube behind the default one created and give them both the same material, with ztransp activated, the first (default) cube will always show on top. I messed around with angles and stuff and sometimes it clips only half the time. Is this a bug or what?? Can someone else confirm this? It seems like a huge bug to have...

EDIT: May just be my default setup. I'll do it again with the default default setup
EDIT2: Nope! It does it in the default setup too! this seems like a huge bug! I'll post it in the bug thread. Can someone else confirm this?

To see whether it happens to you, create two cubes, the last one you created should be at the bottom. They should both have ztransp activated. Move around the viewport a bit till you get a good angle where, if there was clipping, you would see it then press "P". If there's no clipping, rotate around the cubes 180 degrees or so and try again. Sometimes it works at only certain angles.
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Last edited by SpewBoy; 10-Jul-09 at 12:07.
#53   Old 10-Jul-09, 11:07   
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Anyway, here is the tutorial: Linky

I hope it works. May have missed a step or something. Tried to explain it clearly, but it's my first
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#54   Old 11-Jul-09, 12:11   
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koosoli koosoli is offline
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Has noone yet tried to implement this?:

Originally Posted by Rorkimaru
As part of their Nocturnal Initiative Insomniac games have released the amazing tech used to create the stunning water effects in Resistance 2 on the PS3 as open source.

I'm just posting this here in the hope anyone on the BGE team or those from Twilight 22 may find the information useful and implement this or a similar technology into the game engine.

http://www.ps3news.com/PlayStation-3...tech-for-devs/

This is just some interesting free technology and I'm not saying that the BGE is useless without it. I just figured people may not have heard about it since I only picked up on it as part of an aside during an interview about the new Ratchet and Clank
#55   Old 13-Jul-09, 20:30   
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SpewBoy SpewBoy is offline
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Well, it's kinda all in C++. I have absolutely no experience with C++ (I only know a bit of Python). But my main concern is that those effects look amazing but, I just can't see any mere mortal being able to implement that in to Blender in the next few years. You could talk to martinsh about it but apart from that, it's jut too awesome

With some experimentation I could probably sort out some kind of "wave" or ripple system that follows the player using a 3d mesh, same goes for the bullet impacts, but it's never going to look like that for a long time if ever. We can dream though, we can dream.
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#56   Old 14-Jul-09, 13:20   
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kamaro kamaro is offline
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Is it possible for you to make the edge of the water transparent where it intersect with those object. I think it will be more realistic. If only the underwater object by looking from the outside could be distort like in ( call of juarez bound in blood game) it would look like refraction.
#57   Old 15-Jul-09, 05:10   
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vitorbalbio vitorbalbio is offline
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Thanks all!
There are many ideas here of various effects that could be implemented and I appreciate the cooperation of all. I am currently doing outers studies but i hope implement improvements in Ultimate Water Shader soon.
Bye!
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Starats Studio! Brasil tb tem Blendero!
Blog: http://obalbio3d.wordpress.com/
Ruínas2.0 : http://blenderartists.org/forum/showthread.php?t=152668
"O Blender não é mt carismático mas.... "
#58   Old 15-Jul-09, 05:33   
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Quote:
Originally Posted by kamaro View Post
Is it possible for you to make the edge of the water transparent where it intersect with those object. I think it will be more realistic. If only the underwater object by looking from the outside could be distort like in ( call of juarez bound in blood game) it would look like refraction.
I've been trying to push refraction in the discussion forums but no one seems to know how and anyone who does is busy with other things. As for making the edges transparent, technically it can be done, but at the moment the only way I can think of is to make an alpha map and basically make the parts that intersect with objects more transparent and feather it out. this gives a similar effect but the real way to do it is to calculate the actual depth of the water. So if you look at the water at let's say a beach, the water gets more transparent the closer you get to the shore. This could be done with a depth map, that only takes effect from the waterline and below but that's way beyond my reach. Only guy I know who could do it is martinsh, and he's a very busy guy

I haven't been able to do any work on the water this week as I'm doing work experience and it's a very steep learning curve. I'm in grade 10 at the moment, and I have had to learn Java, use matrices, and all sorts of other crazy mathematics, all in the space of a week. I don't think I'm even meant to know Java until two years from now. Let alone learn it in a week. I've been making interpolation algorithms. But that's all completely irrelevant to this topic so I'll stop my rambling
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[] My Demos []
#59   Old 15-Jul-09, 13:02   
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