Forgot your password?
Or sign in with one of these services
jstroh, August 20, 2008 in Graphics and GPU Programming
Quote:Original post by MJPYeah animating a normal map with a super-high specular exponent should get you most of the way towards what you want. Maybe even blend between the regular normal map, and one that's animated reflecting the moving water.
vector.xy += tex2D( rainNoiseMap, texcoords(currentframe) ).xy * factor; reflection = texCUBE( enviMap, vector );
environmentReflectivity = saturate( rainDuration - tex2D( bumpMap, texcoords ) ) * materialWetnessFactor;
// Lerp between original color and the absorbed color, based on the // wetness we calculated earlier diffuseTextureColor = lerp( diffuseTextureColor, diffuseTextureColor * materialMaxAbsorptionColor, environmentReflectivity );
You need to be a member in order to leave a comment
Sign up for a new account in our community. It's easy!
Already have an account? Sign in here.
the incredible smokerStarted Sunday at 12:57 PM
WinterDragonStarted Sunday at 06:38 AM
FRexStarted Saturday at 12:50 PM
NikiToStarted Thursday at 10:36 PM
MarcusAsethStarted Thursday at 04:42 PM
Create an account with GameDev.net and join the game development conversation on our forums, blogs, articles, and more!