Wetness
by Joshua Horns · in Torque 3D Professional · 08/04/2009 (7:49 am) · 125 replies
Rumor has it the wetness effect won't be in the release, so I'd like to think about making one of my own.
To that end I'd like to view the wetness demo that was displayed a few months back but it appears to have been pulled. Is there any way to put that up on the site?
** NM found it on Gerhard's blog.
To that end I'd like to view the wetness demo that was displayed a few months back but it appears to have been pulled. Is there any way to put that up on the site?
** NM found it on Gerhard's blog.
About the author
#102
I couldn't find a good way to do that in the engine when I was trying.
12/11/2010 (8:13 pm)
there in lies the crux of the problem I had. You are supposed to be able to tell which way is up, and using 2 orthogonal vectors be able to create a third to form a basis.I couldn't find a good way to do that in the engine when I was trying.
#103
Still gonna try :P.
12/11/2010 (8:38 pm)
Well, I am able to find flat-non-normal-mapped surfaces, so somehow I'm supposed to tell if a surface is flat without the normal map.Still gonna try :P.
#104
As for your question, I don't know if I understand it right, but don't shadows and decals do what you're trying to do, project on any kind of surface? Maybe therein lies your solution?
I don't know, just an idea.
12/11/2010 (10:44 pm)
Very good job Marcus and thank you for the work you're putting into this.As for your question, I don't know if I understand it right, but don't shadows and decals do what you're trying to do, project on any kind of surface? Maybe therein lies your solution?
I don't know, just an idea.
#105
But, I'm getting closer to an solution, just a few more codes to solve.
12/11/2010 (10:53 pm)
Well, shadows and decals are just modifications added on top of an texture, which basically is the same I've done. The problem is that I have to be able to define flat (180 degrees) surfaces so i can avoid my wetness from animating on it. If you see here you see an example of what I'm trying to do.But, I'm getting closer to an solution, just a few more codes to solve.
#106
12/12/2010 (1:19 am)
looks good like to test it out but will wait till your done i think.
#107
Just some final words; There is room for improvement, but if you want awesome outside rain effect, and you plan your lights correctly, you can get astonishing outside environments with this shader as it is.
Also, if anyone makes a nice scene with this, I'd like to see some pics of it :P.
12/15/2010 (7:28 pm)
I'm gonna say I'm done for now. Final version here at least final for now.Just some final words; There is room for improvement, but if you want awesome outside rain effect, and you plan your lights correctly, you can get astonishing outside environments with this shader as it is.
Also, if anyone makes a nice scene with this, I'd like to see some pics of it :P.
#108
12/15/2010 (7:50 pm)
awesome, thanks Marcus!
#109
12/15/2010 (8:15 pm)
Thank you for sharing. Very nice !
#111
12/16/2010 (3:29 am)
Very nice Marcus! Thank you.
#114
12/16/2010 (6:48 pm)
thanks Marcus - for sticking with it - outstanding.
#115
01/20/2011 (6:27 am)
Will this be made into a out the box feature and polished up in 1.1 final?
#116
Anyways Kory, if you want me to change/add something, just post here or PM me.
01/20/2011 (2:53 pm)
Are you asking me Kory? If so, I have no plans of improving what I've done. Mostly because i don't know what and how to improve it (keep in mind that this is a postFx). If you're talking to the devs, it'd be very cool if they added and improved this effect, but for this to happen, the devs will have to improve it to reach a more professional standard.Anyways Kory, if you want me to change/add something, just post here or PM me.
#117
01/21/2011 (6:42 am)
yeah I was talk to dev but the effect work great now. I just notice it need to have I guess an vertex world space coors. That way the effect doesn't show up in interiors. Marcus great job getting the effect to work!
#118
01/21/2011 (9:04 pm)
Marcus, this is really useful, maybe it should go in the resources area. Thank you for sharing this, you rock!
#119
@ Don
Thx =)
There was a reason i didn't want to post this as a resource, can't remember why. Well, might do so, but i believe anyone interested have seen this thread now :P
01/22/2011 (11:52 am)
Quote:That way the effect doesn't show up in interiors.Yeah, that's true, unfortunately, since it's a postFX, i believe it's almost impossible. For those who want more flexibility with this shader, should try to convert it to a CustomMaterial so you can decide what textures to apply this shader to. Might eventually try this myself, but have no plans of doing so.
@ Don
Thx =)
There was a reason i didn't want to post this as a resource, can't remember why. Well, might do so, but i believe anyone interested have seen this thread now :P
Torque 3D Owner Marcus L
Just a question to the shader geniuses out there:
Is there any possible way, i can determine if a surface is flat or 90 degrees upwards (wall)?
Within PostFX maybe? Or CustomMaterial?