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...

Reply to this note

Please Login to reply.

Discussion

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...