Muddy Waters
Débuté par
Banshe
, août 29 2010 12:10
#26
Posté 30 août 2010 - 06:44
Ill give it a look when I get home. I have been curious about how this turned out all day
#27
Posté 30 août 2010 - 07:00
Thanks.
#28
Posté 30 août 2010 - 08:42
I found the water. WT_Lake01_N.DDS, WT_Lake02_N.DDS, WT_Lake03_N.DDS
They are all normal maps and no actual diffuse texture, this means I can not control the opacity via the texture, sorry. Some other way will be needed
They are all normal maps and no actual diffuse texture, this means I can not control the opacity via the texture, sorry. Some other way will be needed
#29
Posté 30 août 2010 - 10:04
Banshe wrote...
Or a muddy rectangular placeable that could sit just below the water line.
Why under the water?, as mentioned depending on the users settings it'll appear or not appear (water refraction button controls that i think?).
Instead, why not a placeable of mud patchs with an alpha channel that sits on top of the water layer which is given a brown hue. it would look a little like an oil slick and im not sure how you'd get the placeables to be semi transparent (ive tried and havent been able to get placeables to take transparent vfxs... heh nvm I found a tutorial on it... nifty). You could even animate the mud patch placeables to drift around ever so slightly or bob up and down a little to look like they are on the water layers surface.
Sorry if this has been mentioned already since I only brushed over the replies.
#30
Posté 31 août 2010 - 08:15
Hellfire_RWS wrote...
I found the water. WT_Lake01_N.DDS, WT_Lake02_N.DDS, WT_Lake03_N.DDS
They are all normal maps and no actual diffuse texture, this means I can not control the opacity via the texture, sorry. Some other way will be needed
Thanks for trying. Would a new texture do the trick or would any texture that is used require a diffuse texture to make it seem muddy?
#31
Posté 31 août 2010 - 08:19
BigfootNZ wrote...
Banshe wrote...
Or a muddy rectangular placeable that could sit just below the water line.
Why under the water?, as mentioned depending on the users settings it'll appear or not appear (water refraction button controls that i think?).
Instead, why not a placeable of mud patchs with an alpha channel that sits on top of the water layer which is given a brown hue. it would look a little like an oil slick and im not sure how you'd get the placeables to be semi transparent (ive tried and havent been able to get placeables to take transparent vfxs... heh nvm I found a tutorial on it... nifty). You could even animate the mud patch placeables to drift around ever so slightly or bob up and down a little to look like they are on the water layers surface.
Sorry if this has been mentioned already since I only brushed over the replies.
That does sound interesting. I think if you keep the refraction, you get things rendered under the water.





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