tag:blogger.com,1999:blog-1023441640234597436.post2832962133454660192..comments2023-09-22T13:25:07.113-04:00Comments on Graphics Runner: Animating Water Using Flow MapsKyle Haywardhttp://www.blogger.com/profile/00654406875137720609noreply@blogger.comBlogger48125tag:blogger.com,1999:blog-1023441640234597436.post-71393296937010805092013-02-16T10:00:19.911-05:002013-02-16T10:00:19.911-05:00finished!
https://www.dropbox.com/s/ii2x077vj64lyh...finished!<br />https://www.dropbox.com/s/ii2x077vj64lyhl/Water%20Flow%20For%20UDK.pdfDmitryhttps://www.blogger.com/profile/07122088607789346262noreply@blogger.comtag:blogger.com,1999:blog-1023441640234597436.post-71381697644495664862013-01-22T16:14:26.916-05:002013-01-22T16:14:26.916-05:00Hi.
I'm trying to create this feature, and, th...Hi.<br />I'm trying to create this feature, and, there is one moment...<br />if I use noise map for texture offset, I get this<br />http://img826.imageshack.us/img826/1615/offset.gif<br /><br />so, I think, that noise map must be used not for texture offset, but for phase offset.<br />if phase changes 0...1...0<br />with noise map it will look like 0 -> some white spots expands -> 1 -> some black spots expands -> 0<br /><br />but I can't figure out that formula<br />:)Dmitryhttps://www.blogger.com/profile/07122088607789346262noreply@blogger.comtag:blogger.com,1999:blog-1023441640234597436.post-26606633339011757502012-12-12T09:17:55.148-05:002012-12-12T09:17:55.148-05:00It's been awhile since I've looked at this...It's been awhile since I've looked at this, but I believe it's a fundamental problem with the approach.Kyle Haywardhttps://www.blogger.com/profile/00654406875137720609noreply@blogger.comtag:blogger.com,1999:blog-1023441640234597436.post-21231554747241077712012-12-12T08:10:45.236-05:002012-12-12T08:10:45.236-05:00For smaller values of flowSpeed everything is fine...For smaller values of flowSpeed everything is fine, but for larger values the water surface is getting extremely distorted. Is there any solution to this problem?<br /><br />Here's how do the FlowMapOffset calculation:<br /><i>flowMapOffset0 += flowSpeed * Time.deltaTime;<br />flowMapOffset1 += flowSpeed * Time.deltaTime;<br />if ( flowMapOffset0 >= cycle )<br /> flowMapOffset0 = .0f;</i>Ilyahttps://www.blogger.com/profile/12132825735377191892noreply@blogger.comtag:blogger.com,1999:blog-1023441640234597436.post-15312902286751936972012-08-13T10:22:27.332-04:002012-08-13T10:22:27.332-04:00This comment has been removed by the author.Anonymoushttps://www.blogger.com/profile/05121020787811723003noreply@blogger.comtag:blogger.com,1999:blog-1023441640234597436.post-80029374214267045752011-10-03T01:08:42.475-04:002011-10-03T01:08:42.475-04:00Very cool! I need to try that and Houdini( the too...Very cool! I need to try that and Houdini( the tool that Valve used to author flow maps ).Kyle Haywardhttps://www.blogger.com/profile/00654406875137720609noreply@blogger.comtag:blogger.com,1999:blog-1023441640234597436.post-56687225116938255982011-09-28T12:16:37.534-04:002011-09-28T12:16:37.534-04:00I was told about this technique by a coder at work...I was told about this technique by a coder at work.. now I'm trying out a method for creating the flowmap texture using particle simulations in Softimage. Check it out: http://vimeo.com/29728577vortexhttps://www.blogger.com/profile/05201913391920353783noreply@blogger.comtag:blogger.com,1999:blog-1023441640234597436.post-6996558362452541082011-04-09T11:42:13.554-04:002011-04-09T11:42:13.554-04:00Ah that's right xna 4 doesn't have clip pl...Ah that's right xna 4 doesn't have clip planes.<br /><br />There's a simpler solution than oblique frustum clipping. Just use the 'clip' semantic in the pixel shader.<br /><br />This is how I clipped geometry with the O3D version of the water game component.<br /><br />Putting this at the top of the phong shader should do it:<br /><br />clip(ClipHeight - height);<br /><br />Where ClipHeight is the position.Y of the water plane, and height is the position.Y of the current pixel being rendered.<br /><br />Have a look at the WaterScene.html from the sample code in the Water in your Browser for more info.Kyle Haywardhttps://www.blogger.com/profile/00654406875137720609noreply@blogger.comtag:blogger.com,1999:blog-1023441640234597436.post-79889939686668330572011-04-09T03:13:39.166-04:002011-04-09T03:13:39.166-04:00Also, you wouldn't know how to convert the cli...Also, you wouldn't know how to convert the clipplanes into an oblique frustum clip would you?Huwnoreply@blogger.comtag:blogger.com,1999:blog-1023441640234597436.post-22504470003105028672011-04-08T22:14:55.096-04:002011-04-08T22:14:55.096-04:00Error 1 Errors compiling C:\[...]\WaterFlowDemo\Wa...Error 1 Errors compiling C:\[...]\WaterFlowDemo\WaterFlowDemo\Content\Shaders\Water.fx:<br />C:\[...]\WaterFlowDemo\WaterFlowDemo\Content\Shaders\Water.fx(261,24): ID3DXEffectCompiler::CompileEffect: There was an error compiling expression<br />ID3DXEffectCompiler: Compilation failed C:\[...]\WaterFlowDemo\WaterFlowDemo\Content\Shaders\Water.fx 261 24 WaterFlowDemo<br /><br />Is the error, but it compiles if I change <br />finalColor.rgb = WaterColor * lerp( refr, refl, f) + sunlight; <br />to <br />finalColor.rgb = WaterColor + sunlight;Huwnoreply@blogger.comtag:blogger.com,1999:blog-1023441640234597436.post-47711290090454807402011-04-08T10:34:03.481-04:002011-04-08T10:34:03.481-04:00What's the error that fxc is reporting?What's the error that fxc is reporting?Kyle Haywardhttps://www.blogger.com/profile/00654406875137720609noreply@blogger.comtag:blogger.com,1999:blog-1023441640234597436.post-56547908413832832382011-04-08T05:52:57.037-04:002011-04-08T05:52:57.037-04:00Hey,
I've ported most of this to XNA 4, but th...Hey,<br />I've ported most of this to XNA 4, but the shader .fx is failing to compile when trying to add the refl and refr matricies to the watercolor and sun fields (right before the return)<br /><br />Any idea what's going on? It's failed to compile from the get go, but I've nailed it down to that line.Huwnoreply@blogger.comtag:blogger.com,1999:blog-1023441640234597436.post-57585767303177275592010-12-02T14:09:49.274-05:002010-12-02T14:09:49.274-05:00Very nice!Very nice!Mikehttps://www.blogger.com/profile/13599208082890099005noreply@blogger.comtag:blogger.com,1999:blog-1023441640234597436.post-47285413784213288182010-10-29T12:12:22.114-04:002010-10-29T12:12:22.114-04:00Finally, code ready for download, complete with im...Finally, code ready for download, complete with images, from http://www.rug.nl/cit/hpcv/publications/watershaderAnonymousnoreply@blogger.comtag:blogger.com,1999:blog-1023441640234597436.post-76678267879730025192010-10-22T01:24:47.551-04:002010-10-22T01:24:47.551-04:00Cool! Thanks for the link :)Cool! Thanks for the link :)Kyle Haywardhttps://www.blogger.com/profile/00654406875137720609noreply@blogger.comtag:blogger.com,1999:blog-1023441640234597436.post-42160703903419150522010-10-21T19:30:56.064-04:002010-10-21T19:30:56.064-04:00new video at:
http://www.youtube.com/watch?v=TeSuN...new video at:<br />http://www.youtube.com/watch?v=TeSuNYvXAiA<br />source code (not packed together yet) at<br />http://www.ogre3d.org/forums/viewtopic.php?f=11&t=60363&start=25Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-1023441640234597436.post-50432847990003062812010-10-12T13:15:52.817-04:002010-10-12T13:15:52.817-04:00no, no write up. I just finished the first impleme...no, no write up. I just finished the first implementation. I'll put up the sourcecode very soon.Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-1023441640234597436.post-3509349325264642462010-10-12T13:02:41.592-04:002010-10-12T13:02:41.592-04:00Cool stuff :) Do you have a write-up?Cool stuff :) Do you have a write-up?Kyle Haywardhttps://www.blogger.com/profile/00654406875137720609noreply@blogger.comtag:blogger.com,1999:blog-1023441640234597436.post-85777083391636568232010-10-12T12:30:12.332-04:002010-10-12T12:30:12.332-04:00Now look at this... a totally different approach. ...Now look at this... a totally different approach. http://goo.gl/gcXQ<br />I will put up a description soon.Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-1023441640234597436.post-10160175149684007872010-10-11T10:50:29.573-04:002010-10-11T10:50:29.573-04:00Any chance you can post a video where you aren'...Any chance you can post a video where you aren't moving the camera around at all (e.g. no fly-by's) It is kind of a pain to look at the effect and see how it works when the camera is moving so fast.Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-1023441640234597436.post-37261461918312419882010-10-03T06:06:17.151-04:002010-10-03T06:06:17.151-04:00This is all well and good, but what about realtime...This is all well and good, but what about realtime ripple interaction with the player?<br /><br />MMAnonymousnoreply@blogger.comtag:blogger.com,1999:blog-1023441640234597436.post-35871900811691057362010-09-23T15:56:15.823-04:002010-09-23T15:56:15.823-04:00I feel like swimming now, good looking demo! Nice ...I feel like swimming now, good looking demo! Nice and simple technique. It always looks stupid when a quick moving water plane intercepts the land, but with this you can reduce the flow at the shallows. One thing though, how to maintain a certain resolution for bigger scenes? Multiple textures?Rickhttps://www.blogger.com/profile/04196340535742326978noreply@blogger.comtag:blogger.com,1999:blog-1023441640234597436.post-26453952157573595832010-09-17T10:41:31.346-04:002010-09-17T10:41:31.346-04:00Pretty cool. Thanks for the link :)Pretty cool. Thanks for the link :)Kyle Haywardhttps://www.blogger.com/profile/00654406875137720609noreply@blogger.comtag:blogger.com,1999:blog-1023441640234597436.post-12556689772059839952010-09-17T06:05:18.011-04:002010-09-17T06:05:18.011-04:00Based on the idea of this blog entry, somebody wro...Based on the idea of this blog entry, somebody wrote a test and demo application with the Ogre engine.<br />It simulates flowing water of rivers:<br />http://www.ogre3d.org/forums/viewtopic.php?f=11&t=60363Beautyhttp://www.ogre3d.org/tikiwiki/User:Beautynoreply@blogger.comtag:blogger.com,1999:blog-1023441640234597436.post-14342804478087475672010-09-07T09:31:44.602-04:002010-09-07T09:31:44.602-04:00Hi Kyle,
I'm trying to add some directional w...Hi Kyle,<br /><br />I'm trying to add some directional waves in, so I made my normal textures with long waves (long in one direction, short in the perpendicular direction). It's a good start, but if the flow is not in the direction of the waves, I want to rotate the waves. I cannot get that to work. I almost gave up, but now I'm thinking of the same trick with mixing two textures in time but in addition mix it in position, so I could locally rotate the waves in a particular direction. I guess it could also be used for waves with different frequencies.<br /><br />If someone has good ideas for this...illunoreply@blogger.com