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    Water Material

    Hey, Just a quick question... ive been trying to make really good looking water and I came across the this video http://www.moddb.com/games/warm-gun/...ects1#imagebox and I was wondering if anyone could tell me how i could go about creating the blue water at the end of the video? Thanks...

    #2
    Check the necropolis map, the map have a material with wave effect on water.

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      #3
      that's ok. but i want to know how to get such a dynamic feel to it etc...

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        #4
        If this is your first time in the material editor, don't make a water effect. It's a hard one to start with. Start by following these tutorials:
        http://download.udk.com/tutorials/us.../materials.zip

        To get back on the water subject, most of the time they use 2 the same texture samples with a different scale (R and G from a normal map), and let them both pan in the opposite direction to get the wave effect.
        You can also try doing some stuff with the bump offset. If you think your material is nice looking you should follow this tutorial to get it on a fluid surface:
        http://download.udk.com/tutorials/us...d_surfaces.zip

        Good Luck

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          #5
          this is something that I threw together pretty quickly ... any improvement suggestions would be greatly appreciated...

          http://www.vimeo.com/9121555

          it's nothing to special just panning with some sparkles...I need to work on making bigger waves etc

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            #6
            It's hard to say without seeing it in the environment but I think it could be a tad too blue, depending on what style you're going for.

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              #7
              How do I get water to affect player movement? I.e pushing the player downstream? Is it possible to have a dynamic waterfall? Raindrops that aren't particles? Well I'm pretty sure most of this is possible it's just how to do it?

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                #8
                U****erVolume extends WaterVolume extends PhysicsVolume, so it either way you'll have the PhysicsVolume attribute set in the watervolume and you can set a volume velocity or something in there to push the player.

                Most waterfalls are largely scrolling textures on a shaped mesh, plus enough particles to fill in and hide that fact, I believe.

                Aside from using the nanoblack material for an example, there's a set of paramater-filled water materials in one of the Engine/ packages. I think it basically scrolls two (nmap?) textures against each other with a bunch of lighting and visibility effects thrown in, but it's like an 85 inst. mat with parameters so it's not exactly friendly to examine .

                ETA: Heh. UT's Water Volume contains a bad word, apparently.

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                  #9
                  The water shader you linked has a lot over mine, most importantly self occluding waves, but if you need a hand I can help where I can. Here is my latest version.
                  http://www.youtube.com/watch?v=5tYzLuaCgbM

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                    #10
                    if you wouldn't mind posting your setup in the material editor for me to take a look at that would help..cus sure mine looks ok in the editor but ingame it just doesnt look right ...but it looks like you're on the right track

                    but if not I'd totally understand

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                      #11
                      Here is a good water tutorial
                      http://www.hourences.com/book/tutorialsue3water.htm

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                        #12
                        i remember doing that tutorial before and there was just something i didn't like about the way my water turned out ... but theres definitely some "key concepts" that i could take and apply to my water material

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