3rd Party Models/Media Chat / Show your ideas using the the new Entity_water Shader

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m2design
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Posted: 11th Jul 2017 21:55 Edited at: 1st Aug 2017 17:13
Because forum mods seem to dislike my posting in the project chat board for the purpose of wide spread user views I thought I might
just start a thread in a board that may be more to their liking. I am very interested in how others might use the new Preben water "Fx" shaders.

Below is sample of what I have been experimenting with. Let me know what you think..


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Posted: 11th Jul 2017 23:54 Edited at: 11th Jul 2017 23:59
Hi m2design, yeah I have been following the thread in the PC forum (still not sure what the fuss is about with posting there)

What your doing there is really quite cool - great work.

When Preben first released that shader update, I made a model of a pond\fountain in the garden type thing for the sole purpose of using watery_entity fx, but felt the lack of reflections made it pretty bland so didn't peruse it. I have a few ideas floating in my head but have been busy with models for my game idea.

Years ago I played Halo for a bit and the river in one of the levels was pretty cool for the day, but reflections were not needed since it was fast moving and had lots of turbulence. NeoAxis has a really awesome river and waterfall in one of its demo levels, but can't remember if it had reflections or not.

One thing is certain, Prebens shader work has taken Game Guru to a whole new level - just adds so much to the engine.

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Posted: 12th Jul 2017 01:36
Thats realy cool,love the waterfall effect .

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m2design
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Posted: 13th Jul 2017 00:07 Edited at: 13th Jul 2017 00:16
@reliquia
I agree the entity_water.fx shader leaves a little bit to be desired with out reflections. The rock at the base of the waterfall in my first post shows you can get good amount of wild water activity with that particular shader. My guess is, preben will get us refelections in the future.



This short video shows what can be done using the water_basic.fx shader (for GG default water only) which does have active reflections. The reflections, water speed and transparency can look pretty darn good. I hope eventually entity_water will allow the same options. In the video I use the smoke decal for water turbulence (kind of phony I know) , but all I've got at the moment. Perhaps some clever forum member might create a better decal or transparent surface model that might work...

Might want to view the video full screen...

@Dave thanks. This waterfall stuff is kind of fun, give it a try sometime when things are slow or you just run out of things to do.

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Preben
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Posted: 18th Jul 2017 11:40
m2design: Amazing work , REALLY like your water work , you are a great designer
best regards Preben Eriksen,
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Posted: 18th Jul 2017 13:45
looks awesome, love these shaders....good work
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m2design
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Posted: 18th Jul 2017 19:48 Edited at: 20th Jul 2017 01:21
Before I let this thread move down the order, I thought I would show one late video of the waterfall work.
I think Splitting the water flow adds to the action of falling water. Now I need to work on a solution for the hard edges.

Thanks everyone for the comments, hope some of the water experiments will inspire others...



Could not resist...


I'm still a little bent out of shape that this kind of demonstration of new features can't take place in a higher traffic area, like project chat, but I guess I'll have to live with it.

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Johno 15
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Posted: 20th Jul 2017 23:15
Yea, the difference in traffic between PC and all the other boards is mad, this is really great work though! Your water stuff is always the best
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Posted: 21st Jul 2017 00:03
Quote: " Now I need to work on a solution for the hard edges."

Could you make a 3d model of the water like these but lose the polys on the back.





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m2design
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Posted: 21st Jul 2017 16:29 Edited at: 21st Jul 2017 16:31
@dave
I have tried this... This is what I am using for the creek not the waterfall



I will try what you suggest later today. What you have is possible, not sure of the results...

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m2design
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Posted: 23rd Jul 2017 19:35 Edited at: 23rd Jul 2017 19:37
I have stumbled around in the decal.fx file and revised several variables to slow down the animation of the water splash decals. Getting closer to something usable, I think.



I might just slow them down a little more..

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granada
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Posted: 23rd Jul 2017 20:06
I like it ,looking very realistic.can the water splash decals have variable timing.

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m2design
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Posted: 23rd Jul 2017 22:04 Edited at: 23rd Jul 2017 22:18
I believe that it should be possible, I just don't know how (yet).

I think I would need some help from preben, but I suspect he is a little busy at the moment.
The code changes I made to the decal_animate4.fx file are below.
The video shows the latest revised dust decal




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Posted: 25th Jul 2017 10:59
looking awesome , just a thought the second waterfall on the right as really straight edges can you not flip and stretch your decal and put it vertical on the edge of the waterfall might look good
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Posted: 25th Jul 2017 15:46
So first off I'm seeing this after a long hiatus and it's impressive. Not sure what new work Preben's done but obviously it's pretty interesting if you are able to create such higher than previously known quality waterfalls.

My recommendation here m2 would be to set the framerate up higher in the decal.fx file (back to 25/28). Then use actual script code to hide the decal most of the time and only show it for a brief window.

I don't have the code in front of me but that way you'd get the intermittent splashing you're looking for. Maybe smallg could assist?
m2design
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Posted: 26th Jul 2017 19:04
I'll contact smallg and see what can be done. I agree I need a better approach to the splash/mist.
I have played around with adding some more washed up tree branches and added a character for scale.


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m2design
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Posted: 1st Aug 2017 16:34 Edited at: 1st Aug 2017 17:12
Added a new texture for the stream bottom (below the water). New sequence scheme for splash and puff decals. Vary the timing of the decals to diminish then all from appearing at the same time. I changed the duration of the deals animation by using several renamed copies of the decal_animate.fx file.


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Posted: 1st Aug 2017 16:39 Edited at: 1st Aug 2017 16:41
looking very good I think the splash near the logs maybe a tad too slow it comes in at about 0:09 - 0:12 the one just above the bridge
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Posted: 2nd Aug 2017 12:48
Looking better all the time , nice work m2design.

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m2design
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Posted: 6th Aug 2017 00:37
Looks like the locals have blasted thru the massive rock fall that was blocking their access to ....



There might just be an ambush on the other side...

Thanks Dave any and all comments are welcome.
I think I need to spread a few smaller rocks around the work site and a few tools.

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Posted: 6th Aug 2017 03:08
Great stuff. Nice scene. very peaceful.
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m2design
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Posted: 13th Aug 2017 23:16
Thought I would start to solve some problems I've had in the past with multiple sounds files over laying each other and making a mess of things.
I think I am on the path to a solution now that we have entity multiple sound slots.


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Posted: 14th Aug 2017 00:20
So much better,looks and sounds great.the only thing i would change is to have a steady stream of smoke from the chimneys (but that's just me) .

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m2design
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Posted: 14th Aug 2017 20:33
Dave
Your right smoke is a much better solution, thanks


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Posted: 14th Aug 2017 20:54
Even better,standing by the huts I was waiting for a owl to call out.realy nice scene,great work .

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Posted: 16th Aug 2017 23:40
Had some spare time this week so I have added a few small touches.
Toned down the river background, added some bird calls (owls and crows, the crows need the volume increased because they have been merged into the river background file). Added some logging stuff with a merged voice into the chainsaw file. (I have only just begun with sound I think)


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Posted: 17th Aug 2017 02:27
Just saw this thread. Wow, I really thought if I get too close I'd get wet from the water splash. Especially with the sounds added.
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Posted: 18th Aug 2017 18:33
Very attractive scene - the sounds make a big difference.
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m2design
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Posted: 20th Aug 2017 17:08
The new electricity generation unit. Trying to get a little water action is a bit messy with the tools available. This will have to do for now.
I'm waiting for what might be available (particle wise) with D11..


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Posted: 20th Aug 2017 17:42
The whole scene look and sounds great,nice work m2design.

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m2design
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Posted: 30th Aug 2017 21:05
Added one more piece to the puzzle



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granada
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Posted: 30th Aug 2017 21:51
Look better every time,I bet you are learning a lot playing with this level.

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m2design
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Posted: 31st Aug 2017 00:00
@Dave
Have learned a few things.
Here is a short video of a tree trick I just worked out. Might be of use to others

I made my own tree trunk structure (no leaves) inserted if into my map and then stuck one of the bush entities from the foliage folder at the base of the structure then scaled the bush , then raised it up on the tree structure. Walla a new tree entity that can have a different size for the bush entity tops for variety. Not a bad entity combination.


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granada
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Posted: 31st Aug 2017 00:16
That's a neat idea,you could make all sort of shapes for the trunk .

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Wolf
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Posted: 10th Sep 2017 08:38
This is very impressive work here!
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Posted: 10th Sep 2017 15:00
This is unreal- Looks fantastic.

Is this something youre working on for a store release? I would love to have your water shader, this is really, really cool.
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Posted: 12th Sep 2017 16:39 Edited at: 13th Sep 2017 18:10
Working on several trunk configurations. Kind of fun

@Dave
Working on several trunks as we speak

@wolf
Comments from a master means a bunch, thanks

@SaintPhillip
I hope to put the tree stuff in the store, down the road a bit though. The water shader is provided by preben (entity_water.fx) I just reset some of the variables to get the effects I needed

Note:
Having made a self inflicted wound, I have additional images of tree work in an other thread.


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