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Journey to the Ancient GalaxyBy SimmerD      

Saturday, August 6, 2005
I'm on my way out the door, but wanted to add some updates about the water.

First, a screenshot of my latest level. I love the bridge model, which I bought off renderosity.com with some other high-quality, very reasonably priced artwork.



Here is another shot, showing off the water receiving sunlight shadows from the pillar :



Last time I left off with EMBM water, to get per-pixel perturbations. These look better than per-vertex, but how good they look really depends on the texture you use.

First I tried using 'refraction' or 'water' filters in various 2d art tools to generate something, but that doesn't look good, because you want just a normal map from a heightfield, not a pre-refracted texture.

I found that a simple multi-octave noise texture did the job. Here is what I'm using for the waves right now.

First, the water itself, tiled across the mesh :


Next, the height map used to generate the normal map below :


Finally, the refraction bump map itself - stretched up perpendicular to the water flow direction, to make it look like transverse waves :


Lastly, here is a cool shot with very clear water. This looks nice, but for more realism, you want to 'fog' what's under the water. I'll talk about that next time.



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