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Been experimenting with heightfield-based water surface simulation, dissatisfied with the usual "ripples on a puddle" look that such simulations usually have
10,625 views • 2 years ago •via X (Twitter)
7 Comments

How is everything you make always so fucking cool

This is epic. AND WE HAVE THE SAME MOUSE COLOR. I HAVE NEVER SEEN ONE IN YEARS!

wait might be stupid to ask, but can this be made into a shader x ressource pack on minecraft?

This could indeed be put in a shaderpack! I'm strongly considering working on this tech to include it in the redesign/rewrite of SEUS.

If I saw this in a AAA game I would be impressed by how good the water looks. Always eager to see what you come up with! <3

What method are you using to do this? Was trying to make my own simple heightfield water but mine is too simple to have any decency

That's a really cool effect! It seems like you implemented something similar to the 'particle waves' method (Cem Yuksel) — is that the trick here?
