Jump to content
  • Advertisement

Archived

This topic is now archived and is closed to further replies.

666_1337

preventing *bad effects*

This topic is 5656 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

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]

Share this post


Link to post
Share on other sites
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).

Share this post


Link to post
Share on other sites

  • Advertisement
×

Important Information

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

GameDev.net is your game development community. Create an account for your GameDev Portfolio and participate in the largest developer community in the games industry.

Sign me up!