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666_1337

preventing *bad effects*

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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]

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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).

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