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Rainweaver

Dynamic water ripples

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I've always been intrigued by dynamic water ripple effects in games. A few years ago I found Humus' demo and I believe I understood how it works (though I had scarce success in recreating it, as I'm not really a graphics programmer).

I noticed that World of Warcraft has improved its water rendering (which includes ripples), and it rekindled my interest in understanding how it works with bigger water bodies (bigger as in arbitrary size).

I'd also like to know what technique is used to draw foam where the water mesh hits the terrain.

Since this is actually two questions, my apologies.

Thanks in advance.

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I'm pretty sure the foam you see close to the terrain in World of Warcraft is the result of a depth test. It probably checks the distance between the water and the ground under it and uses the foam texture if is within a certain distance threshold.

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Quote:
Original post by Flimflam
I'm pretty sure the foam you see close to the terrain in World of Warcraft is the result of a depth test. It probably checks the distance between the water and the ground under it and uses the foam texture if is within a certain distance threshold.


Nice, thanks. I see foam is also slightly animated (looks like it's made with flat, dish-like particles). I think it'd be efficient as a post-process effect, is it a post-process effect?

What about the ripples instead?

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