preventing *bad effects*

Started by
0 comments, last by 666_1337 20 years, 10 months ago
see that the bump map on the water is "reflecting" light at the shore? there can't be light because the shore is in it's way. i calculate the waves' motion in realtime, and therefore don't have the calculation-performance to do things like terrain shadow-casting or things like that. is there a way i can prevent the dot3 bump map to light the water at the shore without having a huge performance-loss? [edited by - 666_1337 on June 16, 2003 2:20:30 PM]
our new version has many new and good features. sadly, the good ones are not new and the new ones are not good
Advertisement
If you''re using a slowly moving or stationary sunlight, then you can create a low-res alpha map around your land areas. In your alphamap you assign an occlusion factor for the sunlight, which you''ll muliply with your specular output (spec*alpha). You could also make patches of liquid shinnier then others with this method (default the value to 0.5 for example, and have oil spills with a value of 1.0).

This topic is closed to new replies.

Advertisement