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[RELEASED] Lux Water

Discussion in 'Assets and Asset Store' started by larsbertram1, Jun 18, 2018.

  1. eaque

    eaque

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    Sorry to bother as i'm far from my computer to test....
    You never tried but does it sound technically stupid or with perf issues??
    As there are Lux demo scenes with different materials at same time i was thinking about that.....:rolleyes:
     
  2. larsbertram1

    larsbertram1

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    yeah, but no overlapping water surfaces.
    performance should be fine if you make sure you do not render pixels twice. so unfortunately in this case: transparents are rendered back to front, so even if you write to depth, you may produce overdraw. so kep the overlap as small as possible or consider doing something like a depth prepass.
     
    eaque likes this.
  3. camta005

    camta005

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    Dec 16, 2016
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    Would it be possible to calculate the direction of the gerstner waves so they always move towards a set x,z co-ordinate. You could then set the co-ordinate somewhere in the middle of the island and the waves would look more correct at the shoreline.
     
  4. larsbertram1

    larsbertram1

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    oh, just try to rotate the waves using the functionality provided by the material inspector: as soon as you rotate you will get jumps...
     
  5. camta005

    camta005

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    I have tried this and I don't mean that the x,z co-ordinate moves, just that all waves move towards a fixed location.
     
  6. eaque

    eaque

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    So i gave a try, it looked good from top down and from far but the transisiotn from a reg material to the ocean one shows obvious seams that can not be corrected...So navigating from one material to another seems impossible.

    But now i think of this idea:
    Simply have very low waves when character is on the island and if he sails on the sea, then trigger big waves settings in real time.....??

    Is it possible? will the transition from calm water to big waves be smooth if we lerp it by deltatime or something like that???
     
  7. larsbertram1

    larsbertram1

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    it should be. jut hit play then raise or lower the values in the material.
     
    eaque likes this.
  8. larsbertram1

    larsbertram1

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    i do not think that this can be done easily. but i would have to have a look into this.
     
    eaque and camta005 like this.
  9. Fibonaccov

    Fibonaccov

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    May 5, 2020
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    13
    Hi,

    Are the shaders mobile friendly? Thanks
     
  10. larsbertram1

    larsbertram1

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    they are fast. but if they are mobile friendly heavily depends on the features you enable.
     
  11. Skotrap7

    Skotrap7

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    May 24, 2018
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    I would really like to know this too. I'm nearing a decision point where I might have to redo all of our water is Lux is not going to support HDRP soon.
     
  12. larsbertram1

    larsbertram1

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    HDRP will not come soon.
     
  13. Boemak

    Boemak

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    May 29, 2013
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    32
    Hi,

    I just got your wonderful asset and I must say it looks brilliant. I have one thing, in the editor the ocean looks like it should but when I press play it looks daft. All the waves are gone.

    The sample scenes work as they should and I've been trying to figure out what I am missing but am coming up empty.

    Any ideas?
     
  14. larsbertram1

    larsbertram1

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    check the lux underwater rendering script and the height set there.
     
  15. Boemak

    Boemak

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    That was it, thanks. :) Awesome stuff BTW.
     
  16. larsbertram1

    larsbertram1

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    thnaks. glad that my random guess nailed it...
     
    Boemak likes this.
  17. Boemak

    Boemak

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    May 29, 2013
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    Psychic debugging FTW. :)
     
    hopeful likes this.
  18. dajnooo

    dajnooo

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    Feb 22, 2019
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    is VR supported?
     
  19. larsbertram1

    larsbertram1

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    underwater rendering does not work properly when it comes to vr.
    the basic water surface should render fine.
     
  20. Game_DevKH

    Game_DevKH

    Joined:
    Jun 11, 2017
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    18
    Can you help me set up with Aura 2? I tried looking for solution here : lux.jpg but water became pink after that
     
  21. larsbertram1

    larsbertram1

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    answered via email.
     
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