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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

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

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

@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.

@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

maybee weaken the caustics abit?

This looks beautiful

Thank you!

Amazing ! What soft are you working with ?

I wrote the game engine myself

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

That looks amazing

gorgeous

Thank you 🙏

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.

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

Very nice water! 🤩

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.

Looks awesome! 👏

Thank you 🙏

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

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

Gorgeous! Now port it to Roblox. 😁

I'd take a dip. Looks good.

Thanks, glad you like it

Ok, DAMN. 👌🔥

looks amazing is this ThreeJs or other Engine ?
