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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 просмотров • 2 лет назад •via X (Twitter)

Комментарии: 7

Фото профиля Subsonic
Subsonic2 лет назад

How is everything you make always so fucking cool

Фото профиля Hetav
Hetav1 год назад

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

Фото профиля Adam houssainate
Adam houssainate2 лет назад

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

Фото профиля Cody Darr
Cody Darr2 лет назад

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.

Фото профиля autikukral
autikukral2 лет назад

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

Фото профиля Payton
Payton2 лет назад

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

Фото профиля Krystian Komisarek
Krystian Komisarek2 лет назад

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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