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My first experiment with stylized water! :) It's based on modifying the surface normal vector depending on the camera vector and some extra emissive rim light.

48,004 views • 1 year ago •via X (Twitter)

11 Comments

Kommander Karl's profile picture
Kommander Karl1 year ago

Fresnel effects are essential for water rendering 🫡 nicely done

Pwnage's profile picture
Pwnage1 year ago

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Starkium's profile picture
Starkium1 year ago

I think you can go further with this

Sol 🦾's profile picture
Sol 🦾1 year ago

I lost hope after you removed stylized water from goals for next patch but now…

webduncetv's profile picture
webduncetv1 year ago

It's gorgeous. What's it done in? (I'm assuming unreal or unity.)

Dan Gant ⚡ 4D puzzle game TETRAFECTA in the works's profile picture
Dan Gant ⚡ 4D puzzle game TETRAFECTA in the works1 year ago

@DMeville

UnrealPandaman's profile picture
UnrealPandaman1 year ago

I hope the foam of the waevs starts getting more focus as well

Grigori Karapetyan's profile picture
Grigori Karapetyan1 year ago

i see you are using FluidFlux, i personally like oceanology.

ZeRoY's profile picture
ZeRoY1 year ago

Looks great

Internet Explorer's profile picture
Internet Explorer1 year ago

Nice and subtle. I'd love to see it with old pixel art style.

Cheezy-Z (チーズィー)'s profile picture
Cheezy-Z (チーズィー)1 year ago

Those rolling waves are juicy

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