Water foam texture?

Materials, textures, lighting, postfx
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saindd
Posts: 220
Joined: Wed Apr 15, 2015 3:20 am
by saindd » Wed Oct 28, 2015 2:50 am
Is the default water foam effect controlled by a texture or a particle effect? Would it be possible to replace it with an animated particle effect, using an atlas? Something like this.
Duion
Posts: 836
Joined: Sun Feb 08, 2015 1:51 am
 
by Duion » Wed Oct 28, 2015 3:04 am
There is a foam.dds so it is a texture.
You would need too many particles to cover all the water, they are just used when objects enter the water like the player.
Nils
Posts: 159
Joined: Thu Feb 05, 2015 3:32 am
 
by Nils » Wed Oct 28, 2015 4:29 am
Would it be possible to replace it with an animated particle effect, using an atlas?


Not out of the box because it only loads a diffuse map for the foam. It's not a material so you can use for example a image sequence animation. You'll need to change some code for that.

Further doesn't T3D's image sequence animation make use of a square atlas map but a strip of images (horizontal). You can read about it here:

http://docs.garagegames.com/torque-3d/official/content/documentation/Artist%20Guide/Primer/torque_art_primer.html
saindd
Posts: 220
Joined: Wed Apr 15, 2015 3:20 am
by saindd » Wed Oct 28, 2015 1:00 pm
Can sequence animations be used with particles? As for the foam, i'm not referring to the one that appears when the player hits the water, but also the one when water touches the terrain (e.g: beach).
Nils
Posts: 159
Joined: Thu Feb 05, 2015 3:32 am
 
by Nils » Wed Oct 28, 2015 2:51 pm
Can sequence animations be used with particles?


Particles work with materials, so yes, that should be possible. You would really want to test it thoroughly though, I can imagine giving it a performance hit.

As for the foam, i'm not referring to the one that appears when the player hits the water, but also the one when water touches the terrain (e.g: beach).


Foam appears where the water touches the terrain. If the player hits the water, you may see bubbles and splashes; those are defined in the player datablock and are particles.
saindd
Posts: 220
Joined: Wed Apr 15, 2015 3:20 am
by saindd » Wed Oct 28, 2015 3:11 pm
In T3D, how difficult it is to change a simple diffuse texture into a material?

https://github.com/GarageGames/Torque3D ... t.cpp#L762

I mean... setTexture accepts a material instance, maybe?
Gav
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Joined: Sun Feb 08, 2015 10:26 pm
by Gav » Thu Oct 29, 2015 6:47 pm
I think the Pacific Demo has some kind of wave foam by placing decals with transparency & animation near the terrain. But if you want animated foam on the water without particles you could use a flat mesh with sequence animation material as previously suggested.
Online Azaezel
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by Azaezel » Thu Oct 29, 2015 7:13 pm
Gav wrote:I think the Pacific Demo has some kind of wave foam by placing decals with transparency & animation near the terrain. But if you want animated foam on the water without particles you could use a flat mesh with sequence animation material as previously suggested.

Nah, just cranks a few values up like so: http://imgur.com/a/z0Dzw fars an animation goes... not stock. though I'll note there are bits and bobs of the material features laying around to turn a horizontal strip into a frame by frame flipbook as it were.
Gav
Posts: 13
Joined: Sun Feb 08, 2015 10:26 pm
by Gav » Thu Oct 29, 2015 8:10 pm
I found a modified water shader i was experimenting in the past which adds a second foam layer to water. It has the default fields for direction and speed and I think it's easy to add sequence animation or at least fade it in-out. About the shoreline foam maybe we could do something similar but i really think this is beyond my skills :(
http://s16.postimg.org/5cnrpfhr9/foam.jpg i can share this if you find it useful.
saindd
Posts: 220
Joined: Wed Apr 15, 2015 3:20 am
by saindd » Thu Oct 29, 2015 11:16 pm
Any ideas when the Pacific Demo will be released? :)
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