(09-29-2014, 12:47 PM)Acies Wrote: (09-28-2014, 07:35 PM)FlawlessHappiness Wrote: (09-28-2014, 06:12 PM)Acies Wrote: Okay, you'd have to change/rewrite some shaders in core/shaders to get it working properly, but there's possibly a way to make it look 'ok' as it is now. Could you provide some information on the fogarea: Color/Start/End etc.
And the water? Tile amount?
Otherwise you can try it out yourself: Have a black fog, set the end to "X". Go into the water material, set Reflection FadeEnd to "X".
Well. It doesn't have to be water.
I was thinking maybe, we could just create a workaround?
If we look at water it's very simple: A plane, with an animated texture.
The thing about water here is that this plane has a little more stuff to work with.
Can't we make the water into a simple floor, with the water texture and animation?
The thing about the water material.. Each plane is built up of repetitions of the texture right? So if I were to animate it into making 'a wavy pattern' I would have to save it as textures of 'each frame' of the animations (a lot of textures).. Much alike a gobo. You would see the animation repeat all over the water (because the large water plane is build up of smaller water textures.). A solid material cannot be translucent the way water is either so..
Ok, well then it's not possible ^-^
Unless I play with the cubemap as you said.
Trying is the first step to success.