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[Image: e4f0ab62b5.jpg]

Hey.

I know nothing about textures and texture-editting.

Is there a way to make water-textures affected by fog?

EDIT:

I managed to create something, but this way I won't get the animations from the water. Is there a way to have those, and still make the plane affected by fog?

[Image: 688feee8dd.jpg]
What are you trying to accomplish exactly?
I want to be able to see the water-animation from a plane, when I'm below it, as in picture 1.
But in picture 1, the fog does not affect the water plane. You can see the texture, no matter where you are looking.
Tried turning off HasReflection? Don't know if that will solve much things, but it's worth a go.
Thanks for the try ^^

It didn't work though.
Ended up looking like this:

[Image: d335eb8ce3.jpg]
I think it has to do with the cubemap assigned to the water. Cubemaps in HPL always 'glow', no matter if lightsource or not.. Big Grin

What water-texture are you using? I can do some tinkering, see if I can come up with a solution.
(09-28-2014, 04:26 PM)Acies Wrote: [ -> ]I think it has to do with the cubemap assigned to the water. Cubemaps in HPL always 'glow', no matter if lightsource or not.. Big Grin

What water-texture are you using? I can do some tinkering, see if I can come up with a solution.

That would be nice.

water_archivecellar.mat
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".
(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?
(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.. Tongue
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