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Water caustics improvements: - Added a "focal depth" with max "sharpness", caustics get smoother away from the focal depth - Voronoi octaves added+multiplied (n1+n2+n1*n2) to make overlaps extra bright - Slight chromatic dispersion, amplified at focal depth

21,717 views • 1 month ago •via X (Twitter)

26 Comments

gsimone's profile picture
gsimone1 month ago

it reads WAY too much like voronoi and I think it's generally overdone, try subtler!

Charlie Callahan's profile picture
Charlie Callahan1 month ago

I might tone it down a little bit, but cant decide

davidsong's profile picture
davidsong1 month ago

@ggsimm I think it needs toning down a little bit but not much. It's one of those things you become blind to after hours and hours of testing and need a fresh pair of eyes on it later on.

Charlie Callahan's profile picture
Charlie Callahan1 month ago

@ggsimm Thanks for the feedback, il definitely tone it down a bit. Its true that its hard to be objective after staring at something for too long like this

Fredrik Giro's profile picture
Fredrik Giro1 month ago

maybee weaken the caustics abit?

André's profile picture
André1 month ago

This looks beautiful

Charlie Callahan's profile picture
Charlie Callahan1 month ago

Thank you!

BreadAndGames's profile picture
BreadAndGames1 month ago

Amazing ! What soft are you working with ?

Charlie Callahan's profile picture
Charlie Callahan1 month ago

I wrote the game engine myself

BreadAndGames's profile picture
BreadAndGames1 month ago

Then I am super mega impressed here ... I don't even know how you get started with building you own engine ! 😅

Kieran's profile picture
Kieran1 month ago

That looks amazing

simm3rsive's profile picture
simm3rsive1 month ago

gorgeous

Charlie Callahan's profile picture
Charlie Callahan1 month ago

Thank you 🙏

mattmac's profile picture
mattmac1 month ago

Have you tried driving the caustics from actual wave surface curvature? I’ve seen it done, but only once, in Lux Water for Unity, I believe.

Charlie Callahan's profile picture
Charlie Callahan1 month ago

Tried it a little bit then decided it was hard to get it to look right. Too much other stuff to work on

Mr Pixel | Driftania 🏝's profile picture
Mr Pixel | Driftania 🏝1 month ago

Very nice water! 🤩

Käy Vriend 🍁's profile picture
Käy Vriend 🍁1 month ago

Sweet! I guess you could also drive a mip bias for a caustics texture by distance from the water surface or world depth and have it visually blur as you go deeper.

KingDankKush's profile picture
KingDankKush1 month ago

Looks awesome! 👏

Charlie Callahan's profile picture
Charlie Callahan1 month ago

Thank you 🙏

Abyeon's profile picture
Abyeon1 month ago

Could it get larger the further from the surface it is?

Charlie Callahan's profile picture
Charlie Callahan1 month ago

I think instead of getting larger, it would get less "focused" and dimmer further down, until eventually it disappears

Komickaze @ RDC26's profile picture
Komickaze @ RDC261 month ago

Gorgeous! Now port it to Roblox. 😁

Jack 🐻🌲's profile picture
Jack 🐻🌲1 month ago

I'd take a dip. Looks good.

Charlie Callahan's profile picture
Charlie Callahan1 month ago

Thanks, glad you like it

cryptomanavan ☀️'s profile picture
cryptomanavan ☀️1 month ago

Ok, DAMN. 👌🔥

JackZ·杰克周's profile picture
JackZ·杰克周1 month ago

looks amazing is this ThreeJs or other Engine ?

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