Water Textures

Water Textures

Postby Spiney » 05 Sep 2012, 23:24

I think Cube2 water looks too busy most of the time. So I made some adjustments to the textures. The dudv map also wasn't seamless, so I fixed that as well.
Note that the dudv map distorts both the reflection and refraction, and the normalmap only seems to apply to the phong highlight as far as I can tell.

Image

Image

Image

So to test it out, simply save a copy of the original textures and use these as replacement.
(path is [basefolder]/data/textures)
Last edited by Spiney on 06 Sep 2012, 19:34, edited 1 time in total.
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Re: Water Textures

Postby qreeves » 06 Sep 2012, 04:05

License?

Your DUDV has artefacts too. Look at the center of the image at the top and bottom.
Quinton "quin" Reeves | Lead Developer, Red Eclipse | http://redeclipse.net/ | http://www.facebook.com/redeclipse.net
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Re: Water Textures

Postby Calinou » 06 Sep 2012, 10:20

It definitely looks nice. However, I think the "strength" of the water DUDV texture should be controllable by using a world var (in maps like bath, the water shouldn't look that "flat" since there are waterfalls nearby).
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Re: Water Textures

Postby Spiney » 06 Sep 2012, 19:32

Quin: good eye! I fixed the little seams, think it's clean now.
License is whatever the original is, I modified the default one. Otherwise CC-BY 3.0 would be nice.
Updated the image.

Calinou: yeah, that would be the ideal case. I tried to have a decent general use case with this one.
And I'm always amazed how imperfect aproximations can be saved by decent custom-tailored art.
I think when Eihrul did the Cube2 water he wanted to hide the low resolution pixelation inside the water,
but imo the bumpyness of the water is overdone and the highlights are usually too pronounced, making the water have a bit of a 'restless jelly' look.
So there is some slight pixelation visible now, but on the flipside, it now behaves more like real water I think.
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