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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 Aufrufe • vor 2 Jahren •via X (Twitter)

7 Kommentare

Profilbild von Subsonic
Subsonicvor 2 Jahren

How is everything you make always so fucking cool

Profilbild von Hetav
Hetavvor 1 Jahr

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

Profilbild von Adam houssainate
Adam houssainatevor 2 Jahren

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

Profilbild von Cody Darr
Cody Darrvor 2 Jahren

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.

Profilbild von autikukral
autikukralvor 2 Jahren

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

Profilbild von Payton
Paytonvor 2 Jahren

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

Profilbild von Krystian Komisarek
Krystian Komisarekvor 2 Jahren

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?

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