3rd Party Models/Media Chat / Water shaders for GameGuru Loader & GameGuru :)

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Preben
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Posted: 28th Apr 2017 00:07
Started to improve the water shaders, this is the current progress.
This version is in glsl for GameGuru Loader, hlsl version for GameGuru will be made when GameGuru Loader version is finish.





Feedback / Ideas / Suggestions, welcome
best regards Preben Eriksen,
m2design
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Posted: 28th Apr 2017 01:09 Edited at: 28th Apr 2017 01:15
I love it..
Great graphic. Question: I could not tell if the water extends from shoreline to shoreline for rivers and streams? Will the moving water be able to have transparency assigned for shoreline rocks and logs and general river junk washed ashore.
I can see it handles reflections well. I would like the ability to manage the water color...

This is a major step forward, again good, good, thanks for thinking about this

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Preben
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Posted: 28th Apr 2017 08:55 Edited at: 28th Apr 2017 08:56
m2design: Good point , added option to set how mush transparency you like. Water color is set using a texture.



Both versions still use LOD terrain , so transparency will fade from "your defined transparency" to completely cover all LOD terrain (no transparency).

In GameGuru my plan is to completely remove the shoreline system that make you shoreline "water" nearly invisible, so the new system will look more like this screenshot, where it fade transparency depending on the distance to player. Anyone like to keep the old shoreline system , are there any need for it ?
best regards Preben Eriksen,

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GraPhiX
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Posted: 28th Apr 2017 09:15
Hi Preben, good work if something was thrown into water could there be splashes? or would we have to wait for a particle system?
also where would you change the texture for the water?
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granada
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Posted: 28th Apr 2017 09:15
Very cool ,real water.there will be a lot of people here interested in this Ime sure .

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Posted: 28th Apr 2017 09:17
Your system sounds much better, nice work
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Posted: 28th Apr 2017 11:55
Preben, you are phenomenous. Bought your stuff from TGC the day it went over to them.
Keep up the good work.
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Preben
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Posted: 28th Apr 2017 15:53
Ups need to run , will reply to your questions later , just wanted to show the progress

Progress on the shoreline , more transparent. you can now define how transparent you want it.




best regards Preben Eriksen,
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Posted: 28th Apr 2017 16:09
Looking great. Thanks.
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World Class Multimedia
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Posted: 28th Apr 2017 16:46
Foam? Waves for storms and such? A water spout or whirlpool effect would be stellar.

I assume you can change the water color for pools, rivers, streams and oceans?

Overall, great work.

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m2design
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Posted: 28th Apr 2017 16:58 Edited at: 28th Apr 2017 18:13
@preben
Great..
Addresses my concerns in my previous post. Quick response, this is like having my own programing staff. (Humor)

I will be waiting for the final product, this looks really good.

Edit: Just one more question, will we be able to control the speed of the water flow, you know, like the speed of a river passing by or under objects?

Quote: "Anyone like to keep the old shoreline system , are there any need for it ?"

Don't think so.

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Preben
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Posted: 29th Apr 2017 09:47 Edited at: 29th Apr 2017 09:48
Thanks all.

GraPhiX: No water splash for a start, I will check with Lee how we get the texture in there when i start on the DX9 version

Quote: "Bought your stuff from TGC "

yrkoon: Your support for the work is really appreciated thanks

World Class Multimedia:
Quote: "Foam? Waves for storms and such? A water spout or whirlpool effect would be stellar."


Not in the first version , if i get the time perhaps a entity version that look the same ? ( but no reflection then )

m2design: Yes water speed/ transparency will be in settings

Thanks for the feedback.
best regards Preben Eriksen,
imothep85
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Posted: 29th Apr 2017 11:34
can you add foam effect?
Belidos
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Posted: 29th Apr 2017 13:12
Read the thread, he's already answered that.

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Posted: 29th Apr 2017 17:41
Quote: "can you add foam effect? "


Combining this with Prebens new water would certainly look impressive.





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cybernescence
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Posted: 30th Apr 2017 08:18
Looks very nice Preben.

Could amplitude and frequency of waves have parameters? To vary between a lake or ocean swells.

Was hoping you'd use your amazing shader ability on water . Thank you.

Cheers.
3com
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Posted: 30th Apr 2017 13:22
Great idea work about water, Ty again Preben.
Would be nice having some water control.

I know weather is most particle staff, but can you do something about, via shaders?

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Wolf
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Posted: 2nd May 2017 17:36
Quote: "I know weather is most particle staff, but can you do something about, via shaders?"


Yes, I've seen a lot of this done via postprocessing shaders lately.
Tarkus1971
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Posted: 3rd May 2017 10:34
awesome stuff,
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Posted: 3rd May 2017 12:14
@Preben - Why is this not in Game Guru yet!!!

Only kidding - great stuff - you are easily one of Game Gurus best assets.

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DVader
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Posted: 3rd May 2017 14:41
Nice. Any improvements to GG's water shaders are welcome

The shoreline effect you mention. I don't think there is a major need for it myself. I looks good on occasion, but mainly it just looks weird, especially if you change the water from it's default colour.

It would be cool if GG either automatically worked out a foam layer around the edges of the water automatically or added a chain link system of points you can place along the waters edge that will position some foam effect decals correctly. I too have Rolfy's water effects and they are very good, I just find positioning them to look correct around the edges very difficult to do. Sometimes they just vanish when running in test game even though they look fine in editor.


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Preben
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Posted: 3rd May 2017 15:13
Just released the water shaders in glsl so im ready to convert it over to DX9 now, i will see how long i can get without bugging Lee to mush, i know he is busy doing some GameGuru goodies for us all, but i might need a extra texture for the new water shader, lets see

Quote: "weather is most particle"

Think i will convert the water first , and then ...

Quote: "Why is this not in Game Guru yet"

Real soon

Quote: "Yes, I've seen a lot of this done via postprocessing shaders lately."

If you use SAO GG already generate a depth buffer that could be used for this so perhaps later

Quote: "Rolfy's water effects "

Yes this could be used for a start, perhaps we can figure out a more automated way later

Quote: "Could amplitude and frequency of waves have parameters? "

Check around 0:45 in this video , there im using one of gamegurus grass normalmaps and it gives that effect, so you control wave size etc. using the normalmaps.
Play around with different normalmaps to get different water effects, try a rock normalmap to see a great effect

This is what is going to get converted.





best regards Preben Eriksen,
devlin
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Posted: 3rd May 2017 15:33
wow awesome.
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Posted: 4th May 2017 11:39
@Preben - well, just wow! so much better. Absolutely awesome work - has Lee hired you yet?

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World Class Multimedia
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Posted: 4th May 2017 13:04
Very good work. Is there a way to alter the amplitude of the waves - so right now calm water is there but what about stormy seas, high waves, etc. Turbulence would be great.

Underwater? Is there an underwater capability with caustics?

Thank you for your amazing work. I'd buy this if the above questions were addressed and perhaps foam and whitecaps added.

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Preben
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Posted: 10th May 2017 15:04
Not happy , can’t get my wave color texture in there so had to add a single water color you can adjust, but some waves/details are missing.

Current settings you can use to adjust water:
Water color
Water sparkle color
Water transparency
Water reflection
Water speed 1
Water distortion 1
Water speed 2
Water distortion 2

Also my own wave normal maps don’t seam to work can’t get the mip maps working correctly in the dds for some reason ? , so had to work out from the water normal map already included, not good going to take break from this shader.

Preview video sorry LQ, recording soft went mad on me




best regards Preben Eriksen,
synchromesh
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Posted: 10th May 2017 17:09
Quote: "Not happy , can’t get my wave color texture in there so had to add a single water color you can adjust, but some waves/details are missing."

I think your underestimating your efforts ..... Compared to what we have now that's outstanding !!
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Pirate Myke
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Posted: 10th May 2017 17:43
That is looking really nice. Great improvement.
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Preben
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Posted: 15th May 2017 14:26 Edited at: 15th May 2017 14:27
GameGuru Water Shader is now added to all daily3D.com accounts:

http://www.daily3d.com/product/support-gameguru-shader-work

DX11 Ready! (great news Lee )

Check video to see how to change the water color.

Turn up the volume and check out the tropical green water around 2:50







Download now: daily3D.com
best regards Preben Eriksen,
synchromesh
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Posted: 15th May 2017 14:51
Amazing Work Preben
Just downloaded and it looks incredible ..
The only person ever to get all his work done by "Friday" was Robinson Crusoe..
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Posted: 15th May 2017 17:52
Awesome. Can't wait to try this out.

Many thanks Preben.

Cheers.
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Posted: 15th May 2017 21:11
This is beautiful, thank you!
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Posted: 16th May 2017 06:23
Thank you, will check it out.
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cybernescence
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Posted: 16th May 2017 07:21
Hi Preben. The water looks spectacular when looking at it in some world player angles though fairly flat in others. Think this might be the light direction and is probably realistic but wondered if there was a way to get the sparkles that bring out the waves to show up at any player view angle?

Brilliant stuff - thanks again.

Cheers.
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Posted: 16th May 2017 07:51 Edited at: 16th May 2017 07:52
@Preben Yes awesome indeed!

Quote: "Hi Preben. The water looks spectacular when looking at it in some world player angles though fairly flat in others. Think this might be the light direction and is probably realistic but wondered if there was a way to get the sparkles that bring out the waves to show up at any player view angle?"


Exactly what I was going to ask

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Preben
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Posted: 16th May 2017 15:23 Edited at: 16th May 2017 15:23
cybernescence, reliquia: Thanks , added a generic wave that cover everything , you can adjust the intensity of the wave if you want a heavy ocean wave or a subtle wave ( will be default ) , so you can see waves in all directions. Added in next update.

Still trying to figure out/adjust the perfects colors for tropical water, could use some help from some of your artist



More / less transparant ?
More green ?
Im staring myself blind here , perhaps i should just release a new version tomorrow , perhaps someone here would help adjust everything perfectly ?
best regards Preben Eriksen,

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m2design
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Posted: 16th May 2017 17:03
@Preben
Quote: "the light direction and is probably realistic but wondered if there was a way to get the sparkles that bring out the waves to show up at any player view angle?"


I realize that what you have is very realistic but ...
As an example when I am on one side of a body of water I get very realistic light refractions (sparkles) but as I move around the water I lose the refractions and the water goes flat. (appears)


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m2design
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Posted: 16th May 2017 20:15 Edited at: 16th May 2017 20:39
@Preben


This is an image using a water_basic.fx file from elvolved that I revised a couple of months ago to get a more realistic water effect.


This is an image from the same view point using the Preben water_basic.fx file of 05/15 (which I have no problem with).
His solution is great and this not meant as a critical review.

Notice the difference in the way reflections are handled. In the first image the ripples appear to distort the reflections rather then overlay the reflections with light refractions that do not reflect the colors of the reflected images.
Would there be any way to have the refractions indicate the reflected images rather than a using a simulated light ?

Click the attachment for a clearer illustration of distorted refletions

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OldFlak
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Posted: 17th May 2017 11:03 Edited at: 17th May 2017 11:50
@m2Design

I think you are asking the same question as cybernescence.

Quote: "The water looks spectacular when looking at it in some world player angles though fairly flat in others. Think this might be the light direction and is probably realistic but wondered if there was a way to get the sparkles that bring out the waves to show up at any player view angle?"


Which will be in next update of the shader:
Quote: "cybernescence, reliquia: Thanks , added a generic wave that cover everything , you can adjust the intensity of the wave if you want a heavy ocean wave or a subtle wave ( will be default ) , so you can see waves in all directions. Added in next update."


Edit: new water_basic up today, thanks Preben

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Preben
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Posted: 17th May 2017 11:59 Edited at: 17th May 2017 12:00
m2design: You already able to do that change this line from to 0.0055 to 0.0355 to get the effect from your screenshot:


Quote: "that do not reflect the colors of the reflected images."

Thanks why did i not think of that before Added reflection colors into the sparkle light calculation to give reflected sparkle light from the surroundings, and it looks great.

Update coming shortly (20 min) just preparing everything.
best regards Preben Eriksen,
Preben
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Posted: 17th May 2017 12:32
Water shader update , sparkle light now include surrounding reflections.
Added generic waves, you can get waves in all view directions.
Generic wave size can be defined.

0:00 - Creater terrain, you can also download this.
3:50 - Nice.
4:45 - Wow
6:10 - Different skyboxes, and how surrounding sparkle light look like.





Download: gameguru-water_basic1705.zip

best regards Preben Eriksen,
OldFlak
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Posted: 17th May 2017 13:07
@Preben - nice work - this has made a real difference to GG water!!

Two shots using GG default map taken from opposite sides of the shore - just changed the skybox to one of my own.

Using the float distortion changes you posted above.


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m2design
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Posted: 17th May 2017 21:32
@Preben

The latest water_basic.fx file is perfect...
Well done.

I myself have no further request, this does everything to a tee...


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smallg
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Posted: 17th May 2017 22:07
that looks really nice now, good job preben
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Posted: 17th May 2017 22:30
This looks really outstandingly good.

Can the direction of the flow be altered?
synchromesh
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Posted: 17th May 2017 22:34
@m2design
Awesome looking level
The only person ever to get all his work done by "Friday" was Robinson Crusoe..
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granada
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Posted: 17th May 2017 22:48
Quote: "@m2design
Awesome looking level"


Just thinking the same thing myself.

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Ertlov
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Posted: 18th May 2017 08:50
Awesome work as always, Preben.

While it will need some color tweaking for Father's Island...



...the default settings are almost perfect for Into the Ice:

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World Class Multimedia
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Posted: 18th May 2017 17:14
Storm waves?

Underwater refraction, reflection, etc?

Are these things possible?

How do we download this for STEAM GG?

Mike
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m2design
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Posted: 18th May 2017 17:49
@Earthling45
Quote: "Can the direction of the flow be altered?"


I have fussed with the settings a whole bunch (in the areas of code we are allowed to fuss) and have not found a way to impact the flow direction.
I am a little hesitant to ask Preben for a feature like flow direction just because he has already done so much.

But, here goes... could sure use it.
The only way I have found to get the flow to look correct (in a river as an example) is to orient the water feature in a diagonal direction across a map.
Which in the video I failed to do...
Upper right to lower left. This seems to be the direction used in the latest water_basic.fx code.

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