A moving-texture water demo

If you feel like you're up to the challenge of building your own Ages in Blender or 3ds Max, this is the place for you!

A moving-texture water demo

Postby Lontahv » Mon Mar 10, 2008 8:10 pm

Well... here's what I could make--I could make better but, anim stuff is kind of hard, and when you have to deal transparent-stuff, it gets more complex, but... Here's what I have so far:

http://lontahv.googlepages.com/water_test.zip


~Lontahv
Currently getting some ink on my hands over at the Guild Of Ink-Makers (PyPRP2).
User avatar
Lontahv
Councilor of Artistic Direction
 
Posts: 1331
Joined: Wed Oct 03, 2007 2:09 pm

Re: A moving-texture water demo

Postby Aloys » Mon Mar 10, 2008 8:55 pm

As I already told you: that's great. :)
Now you know what you have left to do.. Write a tutorial! :D
Thank you in advance. :D
User avatar
Aloys
 
Posts: 1968
Joined: Sun Oct 21, 2007 7:57 pm
Location: France (GMT +1)

Re: A moving-texture water demo

Postby Lontahv » Mon Mar 10, 2008 9:11 pm

Ok, a tutorial is on the way but... be for-warned; don't expect anything too good, I am not tut-master like Nadnerb. :) I'll do my best--but maybe I should wait... I did need to mod the plugin to get the alpha to be good looking. :) That's another thing I'm going to try to sort out before I make the tutorial, you folks have waited for water like this, you can wait a few more days. :) Also, the water isn't done yet. I need to add some envs to it--then it will truly be envied. ;)


~Lontahv
Currently getting some ink on my hands over at the Guild Of Ink-Makers (PyPRP2).
User avatar
Lontahv
Councilor of Artistic Direction
 
Posts: 1331
Joined: Wed Oct 03, 2007 2:09 pm

Re: A moving-texture water demo

Postby Aloys » Tue Mar 11, 2008 4:47 am

Yes, I think we can wait. ;) It's not like we haven't a dozen features we still don't use properly in our Ages.. :?
User avatar
Aloys
 
Posts: 1968
Joined: Sun Oct 21, 2007 7:57 pm
Location: France (GMT +1)

Re: A moving-texture water demo

Postby Aloys » Tue Mar 11, 2008 11:30 am

Ah, I just noticed Nadnerb had indeed already written a quick tutorial... last week? Now tutorials are published before features are in place? :P
User avatar
Aloys
 
Posts: 1968
Joined: Sun Oct 21, 2007 7:57 pm
Location: France (GMT +1)

Re: A moving-texture water demo

Postby Lontahv » Tue Mar 11, 2008 8:15 pm

Here we go. :)

http://guildofwriters.com/wiki/Making_some_simple_Animated_Water

I haven't written in how do do ripples yet but... they're much the same only that they move faster and you'll need that plug-in of mine because there are 2 layers of alpha, and you'll need to know the object-parenting trick. :)


~Lontahv
Currently getting some ink on my hands over at the Guild Of Ink-Makers (PyPRP2).
User avatar
Lontahv
Councilor of Artistic Direction
 
Posts: 1331
Joined: Wed Oct 03, 2007 2:09 pm

Re: A moving-texture water demo

Postby Grogyan » Tue Mar 11, 2008 9:27 pm

Quick question about your modified PyPrp, does it include the "fix" for cameras?

Cause now that we can have moving water textures, I can add some neat effects that I would like for my shell (the same shell as I did in RAD)
Better to have loved and lost than never to have loved at all
User avatar
Grogyan
 
Posts: 1203
Joined: Thu Oct 11, 2007 1:27 am

Re: A moving-texture water demo

Postby Lontahv » Tue Mar 11, 2008 10:00 pm

Well, it's just the same but for one thing: the Zbias issue-causing code is commented out, translation: The only thing that's different is some alpha texture stuff which is important for water. :)


~Lontahv
Currently getting some ink on my hands over at the Guild Of Ink-Makers (PyPRP2).
User avatar
Lontahv
Councilor of Artistic Direction
 
Posts: 1331
Joined: Wed Oct 03, 2007 2:09 pm

Re: A moving-texture water demo

Postby Robert The Rebuilder » Wed Mar 12, 2008 5:41 am

Lontahv: The reason for that code is so that alpha transparencies are properly sorted. So, we still need to make this code available.

What happens when the spans sort code is left in? What artifacts do you see?

And if you change kCrit/PropSortSpans to kCrit/PropSortFaces, does that solve your problem? I'm reluctant to make this the default because of the performance hit, but perhaps (as your code comments suggest) we could somehow make this an option.
Can we rebuild it? Yes, we can - here's how.

MOULagain KI# 1299

Myst Movie coming soon - spread the word!
User avatar
Robert The Rebuilder
 
Posts: 1383
Joined: Sat Sep 29, 2007 7:24 am
Location: Virginia, US

Re: A moving-texture water demo

Postby Paradox » Wed Mar 12, 2008 8:01 am

I have a whole bunch of intersecting planes that act as grass in my Shell. With the sorting code, these Z-fight painfully. Without the sorting code, they don't Z-fight, but there is a noticeable sorting error.

Something needs to be done, because currently the sorting code is making things look worse :(
Paradox
 
Posts: 1295
Joined: Fri Sep 28, 2007 6:48 pm
Location: Canada

Next

Return to Building

Who is online

Users browsing this forum: No registered users and 9 guests