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November 24, 2013

water/underwater & sky shader update #03

Yep, I haven`t been very active blogger lately.
I am very glad that company I am working for brought me to Amsterdam to Blender Conference this year. I even did a presentation there together with my colleague Michael Otto about GLSL shaders in Blender Game Engine. And for the presentation purposes I decided to demo my water/underwater shader there.
Just before the presentation I managed to tune up the shader and the scenery a bit.




so the changes since last update are:
- projected grid approach for the water surface (lousy implementation)
- per-vertex displacement mapping for waves
- basic but effective shoreline detection for water surface and ground
- added some subtle cloud layer and stars in the skies

yet to be done:
- fixes on inconsistencies
- better and procedural wave propagation model
- focus to underwater visuals
- better camera transition from water/underwater
- better coastline behaviors
- buoyancy (partly done)
- heavy optimization
- when it`s done, as many have requested - implement in Unity

trees are generated with tree[d] by frecle

blend file to be uploaded (have to clean and optimize the code a bit)

23 comments:

  1. Whoaaa... I am eager to discover update #04... That's really thrilling!

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    1. :D thanks.
      btw. really awesome website and blog you have, love your works!

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    2. More than three months later, thank you very much !

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  2. this looks great, I would like to see a blend file soon. I actually think though, that version #2 has better looking wave patterns(choppier with more lateral movement). could this be implemented as a blender internal shader, or at least as a viewport glsl shader so I can render it and composite it into other renders?

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  3. Looks really great (as do all your blender works). Do you have an idea of when a blend might be available?

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  4. I LOVE the work you put into your shaders. I believe video 3 does a better job of the mid distance refraction but I do think that there is too much specularity making the water look like GEL / PLASTICky. Great job on the atmosphere. Very inspirational. I hope you continue developing and I will donate because I love BGE (Linux guy here). Keep up the great work.

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  5. Awesome shader work as usual!
    How about instead of converting it to Unity, why not make it into a module for the fully open-source Torque3D engine ( http://www.garagegames.com/products/torque-3d ). They also now have a Linux and MacOSX port soon, and with its awesome terrain editing features, this king of water and sky simulation would really be the greatest combination of open-source game dev. efforts :)

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  6. Upitis martins friend wanted to ask if I can use your water in my game you say?

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    1. MARTINS thanks I'll teach my game like this with your water ok
      I send you a video link and facebook page and some pictures thanks
      https://www.youtube.com/watch?v=Mmviq40i6jE&list=UUdmD2jCm_Nicy38KcJtAxMA
      https://www.facebook.com/eusogames

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  7. Hello Martin,

    Very nice code. How do u created those water drops on the camera?

    Thanks,
    Leslie

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    1. that is a GLSL shader with procedural simplex noise. Then with derivatives you can calculate the normals to displace the UV coordinates. If you need in-depth explanation feel free to ask.

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  8. Thanks Martin!
    Can you post some code in this?
    I need a little more on this :)

    Thanks

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  9. Martin I working on mobil phones. This water drop shader is very expensive on this?

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    1. yeah it is, I would think of another way to do that on mobile phones. Maybe a pre-generated mask. and then use lower resolution texture to blend the wet parts on lens.

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  10. Martin can you lead us with the water drop effect? where we should start to achieve this effect? any paper?we need your help:)

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    1. btw I am using unity3d. You know many people using this engine, it has million of people community but I have never seen such a talented and great people like you:) I am a greate follower of you:)

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    2. Hey hey,
      thanks :)
      I actually jut got Unity Pro to be able to create stuff for Asset Store.
      In next months I hope to recreate the water rendering system, and some of effects. Will see how it goes.

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    3. we will wait the news from you and be happy if you inform us about the news:)

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    4. Can you convert your area lights to unity also?That would be awesome��

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    5. Someone already did that, though without texture support I think:
      http://blog.mpanknin.de/?p=996

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  11. hello Martin, could you take a look at this https://www.youtube.com/watch?v=6eINQYq7akg i have problems with this scene, i made floor reflective by using your earlier method with spinning plane refraction + reflection. So i'm using only reflections with 4 texture channels reflection 0, refraction 1(disabled), normal 2, diffuse 3 and i want to have specular on the floor as well. I have tried to edit the code by adding specular to the variables and texture channels but it didn't work. Maybe i should bake specular ? and then add it to the code ? Another problem is that while using 3 cameras i can't or don't know how to set multiple objects to reflect, for example, i want my TV also reflect a room so i tried to duplicate, rename the camera and watercamera and edit the code with changed names but it didn't work as well. I know multiple reflections can be done with cube maps but i don't know how to set it ptoperly :/

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