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seastley

Ocean reflection troubles

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Hi, After reading many old threads about water reflection and reading the Virtual Camera Position article (among others), I have water reflection implemented -- for an ocean reflecting boats and other things. But I have a few problems. The reflection looks strange. It appears that for each boat sitting in the ocean there''s an upside-down version of it -- flipped perfectly about the ocean surface. And I guess that''s exactly what I coded... But as the camera gets closer to the water surface, shouldn''t the reflection stretch out towards the viewer? Am I missing a step -- should the projection matrix I use for the texture mapping be sheared/skewed somehow? Eventually I plan to write a pixel shader to do some Fresnel term combination of the base ocean colors and reflection texture, etc. For now I just want to blend it. Having trouble finding a good way to do that and make it look appropriate. My first attempt was setting the clear-color white when rendering to texture, and modulating the produced reflection texture in the second texture stage of the ocean render. But it comes out too sharply contrasted. Is there a way to get a dimmed version of the reflection map blended on in a single pass, or do I need to do a second pass with an alpha-test enabled and blend in the reflection with some constant texture factor? Any ideas? Thanks, Shawn

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The reflection should look exactly like another copy of the object that''s flipped about the ocean surface if you have a perfectly flat surface. I think you do need to use a lower alpha if you want it to look realistic this way. Also, make sure the water surface has an animated texture and is not perfectly uniform in colour.

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