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MyFirstPlanet Water Test

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Uploaded by on Apr 28, 2010

This is about as far as I think I can take this method of rendering the water aside from fixing some of the bugs in the surface shader's specular reflection etc.

It's just too slow and requires the fog shader code to be every shader that might go in the water ugh.

There is an outer water shell that has the specular reflections, an inverted shell for when you're looking through the water over the horizon and in the water, and then the terrain has special water shader code for parts that are under the water.

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Gaming

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Uploader Comments (petrocket)

  • guess i missed this video, but very nice indeed. I love the atmospheric scattering. I'm going to pop over to your blog again and read that artice (again :))

  • @lintfordpickle I wish I had more time to work on it. Lately been VERY busy with paying work. Hope to get back to it soon. How's your project going?

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All Comments (6)

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  • please help me with this skybox issue I am having: what size (roughly) is your skybox? I tried so many different sizes but either the skybox is too small (when I use 4096x4096x4096) and it feels like a box, or it's too big and the texture used (4096 res spacescape textures) look weird. Can you also tell me what does your "space/galaxy" material looks like? I connected mine to diffuse and emissive. thank you!

  • @petrocket Pretty much the same. I have made a little progress in recent weeks on asteroid belts. I'll try and get a video up soon.

  • @MrSean490 I would have thought that to be unlikely, planet nodes are generally dynamic constructions with code embedded into the engine to create and destroy groups of polygons depending on where the camera is, so that the mesh is kept to a manageable size.

    Excellent work as always petrocket. I hope your enjoying creating your planets :D

  • Nice work, I've just begun to look into game creation etc, been using UDK(unreal development kit) for a short while, been liking it a lot, curious if I could make a planet in this Ogre 3D, and export it to a format that the Unreal Development Kit could use? Since I need to create a spherical terrain externally, as the one inbuilt isnt designed for spherical planet design. So it'd need to be an exported mesh.

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