Jump to content
  • Advertisement
Sign in to follow this  
mux

OpenGL Fluid Bodies / Shader Business

This topic is 4907 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

Hiya guys, wondered if anyone ever tried to recreate an abyss like effect (not a real water sculpture tho), thus ie. adding a fluid surface onto a model. In order to apply such a 'water skin' (or ie. liquid glass) over a given model, I thought of adding some 2nd mesh over the original model. Then implementing a vertex shader with some random/sine rippling by offsetting the vertices of this 2nd 'skin' (so no physical wave simulation). Afterwards, basically implementing the reflection and refraction of this displaced surface through further vertex shading (env cube mapping... etc.), maybe some glow or whatever in a ps as finish. That's where I'm stuck (I don't even know whether the general idea 'works'), I've seen some demos on simulating glass, but they were all opengl without any documentation. I only know d3d unfortunately. Could anyone point me to some paper explaining glass shaders, and if available, a d3d implementation? Thanks a lot!

Share this post


Link to post
Share on other sites
Advertisement
Sign in to follow this  

  • Advertisement
×

Important Information

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

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!