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Vector field driven water shader with custom wave shape. Fixed wave normals. Still have to modulate them and add foam + mix with border foam. #vfx #glsl #gamedev #GodotEngine Indieverse | Indie Game Community ❤️

10,871 просмотров • 1 год назад •via X (Twitter)

Комментарии: 4

Фото профиля Underlying Reaper
Underlying Reaper1 год назад

@Indieverse_x This looks really cool. You should add slight distortion to the water waves because they look too uniform to me

Фото профиля Casual Garage Coder
Casual Garage Coder1 год назад

@Indieverse_x Indeed. It is planned. I'm just finishing the small refinement algorithm about wave intensity. Then, I'll either add a noise texture or a noise function.

Фото профиля ryan
ryan1 год назад

@Indieverse_x what are you using to generate the terrain? would/could the water tech integrate with @TokisanGames Terrain3D?

Фото профиля Casual Garage Coder
Casual Garage Coder1 год назад

@Indieverse_x @TokisanGames I'm using MultiMeshInstance3D with a vertex shader for bezier surface interpolation. The water algorithm is based on heightmap and could be used for Terrain3D (as far as I've seen). The whole thing is not finished yet tho.

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