Jump to content
  • Advertisement
  • entries
    232
  • comments
    1463
  • views
    960453

Planetary engine, part IV ( water )

Sign in to follow this  
Ysaneya

514 views

Not that many news since yesterday, but a new set of 4 screenshots that i thought were looking pretty nice :)

I got ride of the semi-transparency effect on the shores. It was a quick trick, it didn't look so good, and it'll eventually be replaced by a true refraction / fresnel effect.

Instead i decided to give a try to foam, blending between an animated foam texture and a pure white texture, then modulated by the waves, then modulated by the ocean depth ( basically the distance between the underwater surface, and the ocean level ), modulated by the sun color, etc.. That's a lot of modulations :)

I'm also now modifying the ocean base color by a small amount depending on this ocean depth too. The ocean color is dark blue-ish for deep ocean, and gets closer to green-ish near coastlines ( since most screenshots are near coastlines, you won't notice it in screens ).

I added back the high dynamic range pipe; it's looking pretty nice at ground level, but horribly saturated at high altitudes / orbital views. Still a lot of tweaking in perspective.

The foam texture is a "static" texture ( it's not procedurally generated ) and it's only 256^2, which is why it's obviously tiling. Will be fixed later once i generate a foam texture procedurally ( in 1024^2 ).

The waves patterns haven't been fixed yet ( if they can be fixed, that is, which is easier said than done ).

Those screens are in HDRI, it's slowing down quite a bit with everything on ( especially the x4 supersampling anti-aliasing ), i "only" get around 50-60 fps:
















Sign in to follow this  


9 Comments


Recommended Comments

So how did you get the water to wrap around the planetary sphere. It appears to warp along the horizon, or is that merely a matter of perspective due to the camera FOV?

Share this comment


Link to comment
Quote:
Original post by Dirge
So how did you get the water to wrap around the planetary sphere. It appears to warp along the horizon, or is that merely a matter of perspective due to the camera FOV?


What do you mean ?

The terrain uses a spherical LOD algorithm, so it's of course curving at the horizon.

The water geometry is associated to the terrain geometry, so it's naturally following the horizon curving too.

Share this comment


Link to comment
Ah ah, wait until i add volumetric clouds, shadows, vegetation, real reflections etc.. :)

Share this comment


Link to comment
Quote:
Original post by Ysaneya
Ah ah, wait until i add volumetric clouds, shadows, vegetation, real reflections etc.. :)


By which time you might be down to the 30 fps my simple scenes manage ;)

Share this comment


Link to comment
Quote:
Original post by Ysaneya
Ah ah, wait until i add volumetric clouds, shadows, vegetation, real reflections etc.. :)


By which time you might be down to the 30 fps my simple scenes manage ;)

Share this comment


Link to comment

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

Participate in the game development conversation and more when you create an account on GameDev.net!

Sign me up!