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Realistic Water using Textures

Posted:
Sun May 25, 2008 12:59 am
by GPNMilano
Since my graphics card doesn't seem to support wavesets. I am currently stuck with the old method of water using animated textures. My problem is, I can't seem to get the water to appear translucent, it always looks like an animated scrolling picture. And after visiting Zephyr Cove, I can't help but wonder how others are making their water look close to water, while mine looks flat and stale.
Re: Realistic Water using Textures

Posted:
Sun May 25, 2008 5:14 am
by andylegate
Here is the one I used in Zephyr. I had my sister make it for me (she works with computer graphics a lot) after showing her Uru and how I needed water that looked like that. She thought I was crazy but owed me anyway. She made this using Paint Shop Pro, and something else. She got what I needed pretty darn good:

- seaclearwater.png (187.27 KiB) Viewed 2009 times
Re: Realistic Water using Textures

Posted:
Sun May 25, 2008 9:18 am
by Jojon
Try experimenting with several layers of texture scrolling at slightly different speeds and directions and use additive mixing -- rather dark textures, or low mixing ratios, will allow quite a few layers before everything gets washed out with white. Also, make sure you've got the Z-sorting set up; water on top of what's beneath the surface.
Re: Realistic Water using Textures

Posted:
Sun May 25, 2008 2:23 pm
by Nadnerb
I think the best effect comes from using about 4 layers of animated textures, each scrolling in roughly opposite directions and each with an opacity of around 0.2, which can be done by setting the "col" slider in the layer's "map to" panel.