New Water/Atlas Effects
by Jacob Dankovchik · in Torque Game Engine Advanced · 01/28/2006 (8:33 pm) · 116 replies
Since the shore topic was getting just too big to manage, I decided it would be much easier to move the conversation into here.
I'm still working on the effects, trying to get them right. Right now I'm messing with under-surface and distance darkening. Tell me what you think of these pics of the surface as you sink.




I'm still messing around, trying to get this is absolutley accuate as possible. Still not sure what to do about the world edges.. I guess I could leave that to the artists to handle...
I'm still working on the effects, trying to get them right. Right now I'm messing with under-surface and distance darkening. Tell me what you think of these pics of the surface as you sink.




I'm still messing around, trying to get this is absolutley accuate as possible. Still not sure what to do about the world edges.. I guess I could leave that to the artists to handle...
About the author
#2
Although it's still not quite properly tweaked. Once Xorrin gets time to get the pictures we were talking about, I should be able to set this up easier, having a realworld model.
01/29/2006 (7:49 am)
If your looking at the terrain, then thats actually the light fading horizontally as you look at it. Sine your looking at the ground at an angle in the water, the light will have to pass through all the water and the colors will be absorbed very heavily, making it darken out.Although it's still not quite properly tweaked. Once Xorrin gets time to get the pictures we were talking about, I should be able to set this up easier, having a realworld model.
#3
01/29/2006 (9:33 am)
Removed old 35mm dive pic. It looked like crap anyway...
#4
01/29/2006 (10:19 am)
Ok I just looked at some more of my pics. Uh well I guess my comment above about water never being that smooth is not true. If your looking at a horizontal plane then it does appear like that. What got me was the sun so I was just remembering looking up. BTW Depth at that pic is about 55 feet.
#5
01/29/2006 (11:53 am)
Yes, I know its way too smooth. I don't really have much going for realistic amounts of distortion, I'm just tryin to do colors for now. ;)
#6
01/30/2006 (2:30 pm)
Sorry if that came off harsh, the colors are not that bad.
#7
01/30/2006 (2:45 pm)
Heh, no, not harsh at all. As far as I know, the colors are correct too. But this is still going to take much tweaking and visuals. Time time time...
#8
No, reflection does not work at the moment, however I will get it working very soon. The next order of business for me is to clean everything up and I think I'll have a lot of time for that today. So, you may have a sort of beta version of a resource comming by the end of this week! :)
And dts shapes look normal. Refracted from the water, but not shaded. Thats a peice to be put in later.
02/01/2006 (3:24 am)
Quote:Looks like a very cool effect. Does the water still have reflection and how does the effect look with .dts/.dif shapes in/partialy in the water?
No, reflection does not work at the moment, however I will get it working very soon. The next order of business for me is to clean everything up and I think I'll have a lot of time for that today. So, you may have a sort of beta version of a resource comming by the end of this week! :)
And dts shapes look normal. Refracted from the water, but not shaded. Thats a peice to be put in later.
#9
No matter what anyone says, its just not easy making such awesome terrains. I mean, to put together a scene like this within 2 minutes.. It really takes a toll on you, emotionally. I don't know if I can continue, the depression of physically accurate water-floor shading on realtime.. I don't know if I can take it.
*sad*
;)
02/01/2006 (3:14 pm)
*sigh*No matter what anyone says, its just not easy making such awesome terrains. I mean, to put together a scene like this within 2 minutes.. It really takes a toll on you, emotionally. I don't know if I can continue, the depression of physically accurate water-floor shading on realtime.. I don't know if I can take it.
*sad*
;)
#10
02/01/2006 (4:39 pm)
Jacob, I think you are doing a great job!
#11
02/01/2006 (4:48 pm)
HOLY CRAP! Where do I send the beer?
#12
02/01/2006 (6:08 pm)
What Ryan said! :O
#13
02/01/2006 (6:17 pm)
Wow, looking really good Jacob!
#14
Anyhow, I should have a resource this weekend hopefully. We'll see how things go.
02/01/2006 (6:47 pm)
Haha, no beer needed. Although donations would be welcome. Heheh ;)Anyhow, I should have a resource this weekend hopefully. We'll see how things go.
#15
One minor comment--I know that you're still focusing on the shader side of things, but your screenshots could get some huge "WOW!" factor with a better designed scene itself...any artists out there that might be able to supplement the work with some amazing ground/undersea texture work? This is quickly approaching a huge "hey, look what TSE can do" level for all sorts of demos and related marketing needs!
I've been watching this closely, and the one semi-negative comment that comes to mind every shot is "man, that would be even more awesome with a really nice ground texture"...that is NOT in ANY way a slight on your work, but a suggestion to show it off even better! And if/when that might happen (or hell, even if it doesn't happen), you should put up a snapshot of the day in either the Art or Dev queue.
02/01/2006 (7:02 pm)
As a former air force pilot, I can say that this depth coloration work is exceedingly realistic for what we commonly see from the air when flying low level. Even more so in some of the latter shots in the old thread, but even here it's looking quite good "from the air"!One minor comment--I know that you're still focusing on the shader side of things, but your screenshots could get some huge "WOW!" factor with a better designed scene itself...any artists out there that might be able to supplement the work with some amazing ground/undersea texture work? This is quickly approaching a huge "hey, look what TSE can do" level for all sorts of demos and related marketing needs!
I've been watching this closely, and the one semi-negative comment that comes to mind every shot is "man, that would be even more awesome with a really nice ground texture"...that is NOT in ANY way a slight on your work, but a suggestion to show it off even better! And if/when that might happen (or hell, even if it doesn't happen), you should put up a snapshot of the day in either the Art or Dev queue.
#16
Although the ground texture isn't too bad either, just bland.. But that will soon be fixed. L3DT was recently updated with texture bumpmapping, so I can get far more detail in there. May try it out tomarrow.
02/01/2006 (7:20 pm)
Haha, don't worry bout dissing the textures, I didn't make them. Come free with L3DT. They aren't anything special. The only real work of mine is the shader, the terrain was randomly generated as well. So, seeing how you love the shader and no negative feed on it.. You love all work that is mine! hahaAlthough the ground texture isn't too bad either, just bland.. But that will soon be fixed. L3DT was recently updated with texture bumpmapping, so I can get far more detail in there. May try it out tomarrow.
#17
02/01/2006 (11:17 pm)
Sounds awesome! Like I said, the work you've done is incredible...just the marketer side of my personality says that to present your work in the best light, it needs support from the terrain texture side!
#18
The only problem is, I need multiple TQT file loading. TQT's will be what will load the color map used to place the textures on your terrain. However they don't need to be high res, so you can leave them very small. The only thing that will be low resolution is the transition between land types, nothing a little blur can't fix. ;)
02/02/2006 (2:57 am)
Welll.. I don't beleive this is actually ready to market, even with this water. Next thing I want to do is to setup a new exturing system that will somewhat abolish the need for TQT files. You can still do the things with Atlas that you can now, such as paint a massive image or make a path or something, but can do it at virtually infinite resolution without the several hundred megabytes of space taken up and without having to deal with massive jpg's.The only problem is, I need multiple TQT file loading. TQT's will be what will load the color map used to place the textures on your terrain. However they don't need to be high res, so you can leave them very small. The only thing that will be low resolution is the transition between land types, nothing a little blur can't fix. ;)
#19
02/02/2006 (3:19 am)
Wow that last shot is amazing. I can't wait to play with this. If you want a "Beta" tester or something, just drop me an email. ;)
#20
02/02/2006 (5:36 am)
Beautiful work Jacob!
Torque Owner Jason "fireVein" Culwell
Other than that, its looking great.
-Jase