Opened 11 years ago
Closed 11 years ago
#1706 closed enhancement (fixed)
Update scenarios to make full use of the new water shader.
Reported by: | wraitii | Owned by: | |
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Priority: | Nice to Have | Milestone: | Alpha 12 |
Component: | Art & Animation | Keywords: | simple |
Cc: | Patch: |
Description
Given the new flexibility and the general differences between the new and the old water shaders, most scenarios if not all of them could use a refining of the water settings. I've done the RMs this morning but I'm leaving scenarios to those who know them better than I do.
A reminder: -Water colour is now the colour of the water at high depths (and everywhere when murkiness is 100%). This is the colour used by the fixed function, too, so keep that in mind. -Water tint is the colour of water in the semi-transparent areas, ie near the shore or in shallow waters when murkiness is not 100%. -Reflection tint still works the same. -Waviness now scales the waves, from none to big waves. Starting at around 50%, foam will be apparent (not in Atlas though where superfancy water is deactivated) -Murkiness is basically a parameter that determines the depth at which the water is 100% opaque. Rivers generally require > 90% since they're muddy, but this can be tweaked in a variety of way.
These new settings also mean that making the bottom of oceans more interesting (varying depths, varying textures) has more benefits than before.
Change History (3)
comment:1 by , 11 years ago
Keywords: | simple added |
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comment:2 by , 11 years ago
comment:3 by , 11 years ago
Resolution: | → fixed |
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Status: | new → closed |
Michael has gone ahead and manually adjusted things, so closing off this ticket.
In 12863: