Here is a test of deep water simulation. I’m having problems with normals, it’s more or less ok, but it doesn’t work properly with fresnel for some reason. Gonna try to fix it.
He’s vanished again, and the single greatest ocean Ue4 has seen is gone, lol. If anyone could figure out how to form the waves near the shore line like he did, do share!
Please post here if you have any idea how he formed the waves at the shore, your information is valued, and will remain in the post for everyone to learn from, as opposed to just showing off work.
I’m working on a pirate game which includes a very advanced water shader as well, complete with online bouyancy, underwater effects, translucency, edge foam, you name it. I was wondering if maybe I could mail you or pm you for a couple of questions surrounding reflection?