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Managed to reverse engineer the Dark Souls water shader. They use a deferred target for a water heightmap and construct the displacement normal based on that. Fun stuff.
95,771 Aufrufe • vor 2 Jahren •via X (Twitter)
13 Kommentare

Getting to firelink shrine and just

pretty interesting aproch. would give better results than ye' old "2 scrolling normalmaps" since you can use noise as well as being able to use ripple particles fairly easily.

Pretty nice, does each water surface take it's surroundings into account? or rather how does it decide what light sources to cull and/or take into account for specularity? i.e., water in tunnel not reacting to the skybox lightsource also Is that Rei Harakami or Orange Pekoe?

It only handles a single directional light source (set per object). Technically there's also reflections but I don't render those yet. It's Rei Harakami. The Orange Pekoe I've heard so far has been much less.. ambient? Less synths, more guitars and E pianos. Any recommendations?

Yeah they're definitely generally a lot more *lively*, but their debut album has quite a few tracks that are closer to a slow funky bossa nova, might be more up your alley.

Organic Plastic Music? Or one of the earlier EPs

Yes that's the one, been a while.

*me looking at this video, thinking "Neat", but stuck wondering why this is recorded in a web browser* *realizes the tweet is from Jasper* OH now it makes sense.😆

what's that music?

Followed just from that. So cooool

My frames in blight town

Footage is blurry for me but is that

Interesting.
