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  • replied
    Using the linear gradient node in the lerp's alpha gives me a gradient but the gradient has heavy banding and is following the camera, i have no idea what i'm doing but at least it looks closer to what i want

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  • replied
    I'm not sure if i'm on the right track but i'm thinking something like this could work, i'm just unsure on how to lerp between the two colors

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    These are the outlines that i get with PostProcessInput0 and fringe

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  • replied
    I have managed to re-create something similar to my height fog (still without a gradient), but the PostProcessInput0 node seem to give me more accurate colors than SceneColor

    However with PostProcessInput0 i get bright outlines around meshes when using Fringe, is this a known issue?

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  • replied
    I'm not able to get good results, i should really take the time to learn how to use the material expressions, i have an idea of what i want but don't know how to get there, math is my weakness

    As you mentioned, "only the geometry location defines the fog color" is definitely why i don't get the desired effect, " It would be more correct to consider the colors along a ray from the camera to the geometry" This is what is missing and it really won't work without this effect, any suggestions on where to start?

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    Thanks

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  • replied
    Thanks Arnage,

    I remember having played around with post process materials in my early attempts at making an underwater fog, i'm going to give the thread a look and report back if i manage to come up with something

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  • replied
    I don't think you can do that with exponential height without manually editing the code behind it.

    You could try something similar to the post process material I posted in this thread.

    That should allow you to easily tweak the brightness based on depth. However, like mentioned there, to make it physically accurate you'll want to calculate the color along the ray not just the end. Didn't really matter there, but probably matters for you.

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  • replied
    I'm back with another challenge

    Right now i'm using an Exponential Height Fog for my underwater visibility, it works well but it is missing an important element

    I'm trying to simulate a depth effect, where the light diminishes in the abyss

    I want the fog to appear darker at the bottom, a simple gradient

    Is this possible with the Exponential Height Fog ?

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    Thanks

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  • replied
    Wow KhenaB ... that looks super cool. Good job. 8-}

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  • replied
    I managed to get it working and i'm pleased with the results

    I used a spherical mesh around my helmet and used its location for my spherical mask, then adjusted the sphere's radius until it matched the mask perfectly

    I changed my high poly displaced water box surface for a simple flat plane, the animated border is enough to make the water look wavy and thick

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  • replied
    That glitch is pretty funny, i thought about using displacement around the mask to create some sort of thickness but i don't think it would look smooth, might have to give it a try

    Arnage's method seems to be the best approach so far but getting the wavy border to match my suit's helmet and the water plane is challenging

    If all else fails i might have to skip that cool effect, it really is slowing down my progress

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  • replied
    Unfortunately I can not help you, but I can remember this bug in Assassins Creed black flack
    Maybe this gives you some ideas.

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    Last edited by ErrorX; 02-11-2015, 06:39 AM.

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  • replied
    I still haven't found a way to make this work, getting the mesh to match the mask is a bit tricky, also it is obvious that the flat water plane isn't following the wavy border, having an alpha blend would have helped but the water plane needs to be fully opaque behind the water border or it would just look strange when viewed from above or below in the suit (being able to see through water between the border and the fading in water)

    If only there was a way to draw a thick border directly on the water mesh where the mask ends

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  • replied
    This was a super-interesting thread, thanks for sharing!

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  • replied
    After watching more of the Dying Light game the water definitely seems to be flat, they are faking the displaced look with a wavy border, it should work pretty well but i would lose the waves against the walls

    Again, i'll report back in a bit when i have something good going on

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  • replied
    Thanks Arnage,

    I'll play around with what you suggest and report back in a bit

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