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# Directx 9 - Water rendering on road

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9 replies to this topic

### #1duskndreamz  Members

Posted 05 November 2012 - 08:33 AM

Hi,

I am attempting to render realistic water on road surface. for a car simulation game.
I am using Directx 9 , and have written the engine ground up.

Requesting the forum members to suggest good and cost effective rendering techniques for the same.

Regards,

### #2kemthichem  Members

Posted 05 November 2012 - 11:58 AM

up

### #3gfxgangsta  Members

Posted 05 November 2012 - 12:34 PM

I'm not sure what you're looking for when you say "realistic water", but if you mean reflection and refraction, then... I've relied on these two resources before:

http://www.riemers.net/eng/Tutorials/XNA/Csharp/Series4/The_water_technique.php

http://habibs.wordpress.com/

Riemer's is XNA, but shouldn't be *too* complicated to port to C++/DirectX9.

### #4duskndreamz  Members

Posted 06 November 2012 - 10:59 PM

I am actually trying to render a scene where i can render the road as wet, to enable it to show as if it had just rained.

any pointers for that?

### #5Hodgman  Moderators

Posted 06 November 2012 - 11:22 PM

The simplest is to perform your specular lighting twice, with the second time using a different mask/power for water. Also, try using the per-vertex normal for the water layer instead of the normal-mapped normal.

result = pow( dot(VertN, H), waterSpecPow ) * (waterSpecPow+2)/8 * saturate(dot(VertN, L)) * waterSpecMask * lightEnergy;
result += saturate(dot(N,L)) * roadDiffuse * lightEnergy;

### #6duskndreamz  Members

Posted 19 December 2012 - 05:03 AM

The kind of effect I am targetting is shown in this image.

[img]http://picturepush.com/public/11722119][IMG]http://www1.picturepush.com/photo/a/11722119/220/11722119.jpg[/img]

### #7duskndreamz  Members

Posted 19 December 2012 - 05:07 AM

http://picturepush.com/public/11722119

### #8GeniusPooh  Members

Posted 19 December 2012 - 06:34 PM

hmm

reflaction and blurr and distortion required..

mostly reflaction earn by render cars flip down by road surface.

and you can blur( or low resolution ) and distortion by shader distortion can earn by sin, cos function or some texture map's offset.

It's not hard to do

and realistic scene need very detail gesture.

I sujest that kind of gesture or water wave by tires

It can acheive by dynamic texture of distortion .

if you need deeper opinion I will descripe it more

Beauty is only skin deep , ugly goes to bones

World's only 3D engine tunner and 3D engine guru.

and real genius inventor but very kind warm heart .. and having serious depression for suffering in Korea

www.polygonart.co.kr ( currently out dated and only Korean will change to English and new stuff when I get better condition sorry for that)

### #9duskndreamz  Members

Posted 19 December 2012 - 11:35 PM

hmm

reflaction and blurr and distortion required..

mostly reflaction earn by render cars flip down by road surface.

and you can blur( or low resolution ) and distortion by shader distortion can earn by sin, cos function or some texture map's offset.

It's not hard to do

and realistic scene need very detail gesture.

I sujest that kind of gesture or water wave by tires

It can acheive by dynamic texture of distortion .

if you need deeper opinion I will descripe it more

Requesting you for more description of the same.

### #10GeniusPooh  Members

Posted 20 December 2012 - 08:08 AM

hmm

reflaction and blurr and distortion required..

mostly reflaction earn by render cars flip down by road surface.

and you can blur( or low resolution ) and distortion by shader distortion can earn by sin, cos function or some texture map's offset.

It's not hard to do

and realistic scene need very detail gesture.

I sujest that kind of gesture or water wave by tires

It can acheive by dynamic texture of distortion .

if you need deeper opinion I will descripe it more

Requesting you for more description of the same.

I must clear about how much you understand but...

I just tell the brief..

and I think you are very familiar with reflection.. flip car and render at road side. you can render that car to new texture with low resolution..

and you can distort it with sin or cos curve.

this is basic thing to do.

next you can render tire trail to road in new texture buffer and tire tail must vague by time

so you have texture with tire trail..

with tire trail texture you can distort water mark or normal or water surface

so you have flipped low resolution car image and wave term by sin or cos (or anything) and tire thread's power on the road

so you can composite final scene with this you can add flipped car for mirror image and distort it with term and you can distort it more with tire tread and you can add specular on tire tail..

I'm not good at English but I try to explain about it.

Hmm.. I worry how much knew about reflection and shader and post processing..

Edited by GeniusPooh, 20 December 2012 - 08:09 AM.

Beauty is only skin deep , ugly goes to bones

World's only 3D engine tunner and 3D engine guru.

and real genius inventor but very kind warm heart .. and having serious depression for suffering in Korea

www.polygonart.co.kr ( currently out dated and only Korean will change to English and new stuff when I get better condition sorry for that)

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Guest, the last post of this topic is over 60 days old and at this point you may not reply in this topic. If you wish to continue this conversation start a new topic.