andylegate wrote:So far, based on Boblishman, and D'Lanor's examples, they both look GREAT on my computer. Of course I'm using a XFX GT 8500 nVida, ePCI with 256 mb onboard, and run Uru at it's highest settings. But, other than the Avie reflection problem I thought they looked great. Too bad I don't have my old FX 5500 set up, it ran Uru water just fine. Only Er'cana gave me "flickers". Sometimes the water looked great, others it would disappear.
All this reading and looking over the tutorial has me pondering now. I'll looking at Zephyr and wondering how in the HECK am I going to do with with my ocean? The beach slopes down and does a sudden drop off, but then stops. There was no need to have the mesh go further as you couldn't see it, nor walk on it. Waste of polys.
I'm thinking of loading up Ahnonay Sphere 1. I've got the imported blend file laying around here somewhere.......
Andy, you just need to have your sand "fade out" as it goes further. Similar to the way Relto's shores fade out to give the impression that they are disappearing in the mist. Just give it a little alpha vertex painting. Then you give the part of your sky dome below the water a nice deep blue color. It'll look great!
Edit: Another thought, the sand tends to have a different pattern under water. It has a wavy line look to it. You could make a second mesh for this and alpha blend it with the beach sand.
Second Edit: I found this. You may have to play with the color, but this should work well.
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