Detail of features beneath water

Started by RArcher, July 23, 2009, 09:04:47 PM

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RArcher

Does anyone know what setting (if any) influences the detail level of underwater features?  If not is there any chance of getting another slider that allows you either increase or decrease the detail level?  I find that often the features beneath the water turn out looking very rough and too apparently fractal.

Matt

Currently this is a hardcoded setting the renderer, to allow other optimisations to be tweaked and maximised. The only way to increase this detail is to increase the main Detail parameter in your render node.

I'll address this particular problem again some day.

Matt
Just because milk is white doesn't mean that clouds are made of milk.

Hetzen

I'm not sure this shader was ever intended to get this macro with its effect. I've had some fun and games recently playing with Volume 1 density to get the decay to work into white rather than the default black. Which worked. What you are suggesting here is that there's a detail drop in sub-surface calculations, which is maybe why I wasn't achieving the effect I was looking for.

I also ran into some other issues with using two planes, one distorted with a mask defining a hole, the other offset to the hole wall depth defining a water shaded plane. The two didn't seem to want to work together at all.

But back to your example, it does look as if some form optimisation maybe in play. (?)

jo

Hi Hetzen,

Yes, the lower quality subsurface terrain is an optimisation. At Matt says, you have to increase the main detail param to improve it.

Regards,

Jo

RArcher

Thanks Matt.  I feared that would be the case.  Here's hoping the "some day" is prior to TG3  ;D

Dune

Found this post by searching for lack of detail underwater, after posting my waterfall (http://forums.planetside.co.uk/index.php?topic=7271.new#new), and I hope this will be on the priority list, Matt. Perhaps with a slider to choose amount of detail underwater. It's more necessary in close ups and transparant water, obviously.