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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 görüntüleme • 2 yıl önce •via X (Twitter)

7 Yorum

Subsonic profil fotoğrafı
Subsonic2 yıl önce

How is everything you make always so fucking cool

Hetav profil fotoğrafı
Hetav1 yıl önce

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

Adam houssainate profil fotoğrafı
Adam houssainate2 yıl önce

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

Cody Darr profil fotoğrafı
Cody Darr2 yıl önce

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.

autikukral profil fotoğrafı
autikukral2 yıl önce

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

Payton profil fotoğrafı
Payton2 yıl önce

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

Krystian Komisarek profil fotoğrafı
Krystian Komisarek2 yıl önce

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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