Water and Sky shaders

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tritonas00
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Water and Sky shaders

Post by tritonas00 »

Just wanted to showcase my latest attempts at porting/editing two shaders into Ogre (Rigs of Rods)

My Ogre/Shader knowledge is limited (and my free time also) and really wish if someone with proper knowledge could help finish this work and maybe make a new Ogre demo :)

Lax
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Re: Water and Sky shaders

Post by Lax »

I do not know why you mention: your shader knowledge is limited :D because it looks great!
Is it realized with OgreNext?

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Lax

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tritonas00
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Re: Water and Sky shaders

Post by tritonas00 »

Lax wrote: Tue Jan 23, 2024 10:23 pm

Is it realized with OgreNext?

Hi! No, its under Ogre 1.11.6 currently. GLSL and HLSL

paroj
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Re: Water and Sky shaders

Post by paroj »

finish this work and maybe make a new Ogre demo

you could try creating a demo for Ogre first and then collaborate with people on that. It is certainly easier for others to get a Sample running then the whole of RoR.

tritonas00
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Re: Water and Sky shaders

Post by tritonas00 »

paroj wrote: Wed Jan 24, 2024 4:15 pm

finish this work and maybe make a new Ogre demo

you could try creating a demo for Ogre first and then collaborate with people on that. It is certainly easier for others to get a Sample running then the whole of RoR.

Certainly! After this is done i plan to edit the fresnel sample with all this, it seems perfect feet.

Btw some more progress: Added depth map, caustics and foam:

Image

Image

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Crystal Hammer
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Re: Water and Sky shaders

Post by Crystal Hammer »

Looks really nice already.

tritonas00
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Re: Water and Sky shaders

Post by tritonas00 »

Latest work on it :D

tritonas00
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Re: Water and Sky shaders

Post by tritonas00 »

Reworked the water a bit

paroj
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Re: Water and Sky shaders

Post by paroj »

nice! is it ready to become an Ogre Sample?

tritonas00
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Re: Water and Sky shaders

Post by tritonas00 »

paroj wrote: Sun Feb 09, 2025 3:55 pm

nice! is it ready to become an Ogre Sample?

Eeh don't know, i can apply this to the fresnel sample i guess (and add the extra PF_DEPTH texture in the compositor), but i don't think it will look in all its glory there, probably needs an island or something...

paroj
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Re: Water and Sky shaders

Post by paroj »

you could just put a water plane on top of the terrain sample. This is what https://github.com/OGRECave/ogrewater is doing