Replying to Avatar Rie

nostr:nprofile1qy2hwumn8ghj7un9d3shjtnddaehgu3wwp6kyqpq4yqjkzqkgv4a27egvq5xmh2ravemytg9g5kldqeqfts92uvh90sqkdj2mx Yeah, I've been struggling to find information on how to make a small, still bodies of water look nice. Waves that actually move the vertices only really make sense for the ocean. Right now I fake small waves with animated nornal maps which makes some sense I think outdoors where there is wind. For my indoor water there shouldn't be any waves unless disturbed, but but without them playtesters don't seem to realize it's supposed to be water...

nostr:nprofile1qy2hwumn8ghj7un9d3shjtnddaehgu3wwp6kyqpqgag5rxc9wnnevwgauet70f0ml6aeqef4l4s3yykj3y80da3wtgnqup6ses I would PERSONALLY focus on the depth perception (a small dark tint deeper in water), reflection/refraction and for the surface i would mostly add detail like little particles of impurities.

Water moving as a consequence of the player moving is ok, but the classic perlin texture is always going to feel weird if it's always on.

At the end of the day your game has it's own language. You can make them walk on it without noticing, use the shader sparingly in non important places...

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nostr:nprofile1qy2hwumn8ghj7un9d3shjtnddaehgu3wwp6kyqpqgag5rxc9wnnevwgauet70f0ml6aeqef4l4s3yykj3y80da3wtgnqup6ses As any other game element you have to introduce the player to it in some way. If you are worried they may not think is water, you can make sure that, when that point comes, they are already familiar with it!