saindd Posted October 28, 2015 Posted October 28, 2015 Is the default water foam effect controlled by a texture or a particle effect? Would it be possible to replace it with an animated particle effect, using an atlas? Something like this. Quote
Duion Posted October 28, 2015 Posted October 28, 2015 There is a foam.dds so it is a texture.You would need too many particles to cover all the water, they are just used when objects enter the water like the player. Quote
Nils Posted October 28, 2015 Posted October 28, 2015 Would it be possible to replace it with an animated particle effect, using an atlas? Not out of the box because it only loads a diffuse map for the foam. It's not a material so you can use for example a image sequence animation. You'll need to change some code for that.Further doesn't T3D's image sequence animation make use of a square atlas map but a strip of images (horizontal). You can read about it here:http://docs.garagegames.com/torque-3d/official/content/documentation/Artist%20Guide/Primer/torque_art_primer.html Quote
saindd Posted October 28, 2015 Author Posted October 28, 2015 Can sequence animations be used with particles? As for the foam, i'm not referring to the one that appears when the player hits the water, but also the one when water touches the terrain (e.g: beach). Quote
Nils Posted October 28, 2015 Posted October 28, 2015 Can sequence animations be used with particles? Particles work with materials, so yes, that should be possible. You would really want to test it thoroughly though, I can imagine giving it a performance hit. As for the foam, i'm not referring to the one that appears when the player hits the water, but also the one when water touches the terrain (e.g: beach). Foam appears where the water touches the terrain. If the player hits the water, you may see bubbles and splashes; those are defined in the player datablock and are particles. Quote
saindd Posted October 28, 2015 Author Posted October 28, 2015 In T3D, how difficult it is to change a simple diffuse texture into a material? https://github.com/GarageGames/Torque3D/blob/8253bcc343d682223efc20c58f4c0bd44fd07c5f/Engine/source/environment/waterObject.cpp#L762I mean... setTexture accepts a material instance, maybe? Quote
Gav Posted October 29, 2015 Posted October 29, 2015 I think the Pacific Demo has some kind of wave foam by placing decals with transparency & animation near the terrain. But if you want animated foam on the water without particles you could use a flat mesh with sequence animation material as previously suggested. Quote
Azaezel Posted October 29, 2015 Posted October 29, 2015 I think the Pacific Demo has some kind of wave foam by placing decals with transparency & animation near the terrain. But if you want animated foam on the water without particles you could use a flat mesh with sequence animation material as previously suggested.Nah, just cranks a few values up like so: http://imgur.com/a/z0Dzw fars an animation goes... not stock. though I'll note there are bits and bobs of the material features laying around to turn a horizontal strip into a frame by frame flipbook as it were. Quote
Gav Posted October 29, 2015 Posted October 29, 2015 I found a modified water shader i was experimenting in the past which adds a second foam layer to water. It has the default fields for direction and speed and I think it's easy to add sequence animation or at least fade it in-out. About the shoreline foam maybe we could do something similar but i really think this is beyond my skills :(http://s16.postimg.org/5cnrpfhr9/foam.jpg i can share this if you find it useful. Quote
saindd Posted October 29, 2015 Author Posted October 29, 2015 Any ideas when the Pacific Demo will be released? :) Quote
marauder2k9 Posted October 30, 2015 Posted October 30, 2015 are u looking for foam around the edges or white caps on waves? Quote
saindd Posted October 30, 2015 Author Posted October 30, 2015 Just edges. I'm actually planning to write an animated material and use that, instead of a static texture. Quote
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