- Underwater ambient lighting. I noticed I completely forgot the ambient term, so I did some kind of bounce lighting to lit the objects downside
- Caustics animation and "diffraction"
- "Anisotropic" reflections
Later I use this information to turn down Scene distortion or reflections, turning into this:
Not fixed result:
- Added 2D clouds. To allow this little feature, I had to move the complex sky scattering to a skydome, because it was a postprocess, and this method enters in conflict with alpha blended shaders. So now, complex sky is in a dome in conjunction with the clouds texture. Now only exponential height fog remains as postprocess.
It also has a first approximation for lighting. Will be improved later.
This is really nice! It doesn't matter to me if you don't release anything on the asset store. I just want to learn the things that you learn. Do you think I should put Unity on hold and learn UDK's system like you did so I can get a better understanding of how to do some of the more advanced things you have done?
ResponderEliminarLearning UDK first is a good choice, no doubt.
ResponderEliminarOh wow, neat stuff. How did you do the anisotropic reflection are those any related paper/code about it?
ResponderEliminarOh just curious, are you planning to release every asset that you created?
Thanks. Its just a blur :)
ResponderEliminarRelease... well, probably most of things are not polished at all. I'm still reviewing older work, and I always find errors, hehe. Ill see!
Yes, silly me just find out about it today :p. How many samples that you use for the reflection btw?
ResponderEliminarIts a 10 samples separable filter
ResponderEliminarDavid esta genial, no te han propuesto que hicieras totorales en español?
ResponderEliminarSaludos.
How did you do your caustics? Could you make a tutorial on this?
ResponderEliminarWould love something like this for my map. Any chance for a release on this work?
ResponderEliminarwher i get this?
ResponderEliminar