Water shader issue

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8 comments, last by riuthamus 11 years, 9 months ago
gallery_1_371_214642.jpg

As you can see from the picture above, we are getting an odd error with the water. Any clue as to what could be causing this?
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looks like the order of rendering. To me it looks like your blending the water with the other mesh. try terrain water then objects
Thanks, we will try that out and let you know how it goes.
Hm... rendering order doesnt seem to be the issue. Reflection/Refraction maps might be the possible cause. Not sure how to figure out what is the cause... to say the least very frustrating. The sad part is, even some high end games like Dead Island have this issue.
Have you tried to debug those pixels in PIX or Nsight?

Could it be caused by the aliasing? Try to implement FXAA or turn on MSAA...

Have you tried to debug those pixels in PIX or Nsight?

Could it be caused by the aliasing? Try to implement FXAA or turn on MSAA...


That could work.... but we are having issues adding in FXAA... so many variables. We will try out some AA next and see what happens. Again, thank you for the ideas... any leads are good leads at this point.
The reason for it is because the water shader is sampling a part of the reflection map that contains the sky as a result of the perterbation being applied. The pixel would have sampled a part of the terrain before the perterbation. I don't know how to fix this though.

Water:
[attachment=9726:water.png]

Reflection Map:
[attachment=9727:reflection.png]
So, i modified our normal map to use the Y axis and it resolved the issue to some degree. Instead of having the atmosphere bleed we are getting block bleed now!

Fixed the atmosphere bleed:
gallery_1_371_15204.jpg

New bleed tile issue:
gallery_1_371_387767.png
So we ironed out most of the issues, but we are getting this odd issue where the sky is being reflected. Any idea on how we can fix these blue spots?

gallery_1_371_522787.png
gallery_1_371_864660.png
gallery_1_371_223581.png
We played with the normal images today and still are having the same issue. I am curious if this is related to how we are creating the shader or if this is a texture based issue. Any advice or idea would be greatly appreciated since we are at a loss. Thanks in advance.

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