Quote from: Sethren on January 31, 2008, 06:17:47 PM
If you could just isolate a reflection/specular shader and mask it off to the ocean part only then you could have a convincing case for water. The render times would be nice and quick. It's to bad Terragen does not have a blur shader. Imagine blurring the ocean part of the shader according to water depth. As the water goes deeper so does the blurring. I do this all of the time in my texture software to make for convincing water depth and it works quite well.
That's actually quite easy... altitude = 0, parallel terrains, one clipped to altitude = 0, the other unchanged to provide the mask info (Or of course use a lake object
I've been using terrains for water surfaces too long...)
For blurring.. Multiply the colour by a fractal with colours in the range of 0.7 - 1, masked by the original greyscale input (adjusted altitude range in this case). This adds more noise to shallower water giving the impression of being sharper. The bathymetry data is much lower res than most terrain data so the terrain will always be sharper than the subsurface detail
Quote from: Harvey Birdman on January 31, 2008, 03:53:17 PM
Hey, that looks pretty good! One more work-around in lieu of transparency...
And also of use with transparency, helping to colour the water by changing the colour of the ocean bed by depth.... obviously with different colours than used here. I'd probably add an extra altitude restricted shader for both very shallow water and very low terrain to provide a sharper band for beaches. But even with this it's a much tidier/quicker approach than my previous hack