belgurdo said:"Hello, kids! And welcome to Gladstone National Park!"
Some things done with pixel shaders are just not possible yet with normal geometry, HL2's water for instance.
Vark said:Why would you want to do it with normal geometry though? Pixel shaders exist for a reason.
because with the sole exceptions of Half-Life 2's and Far Cry's water, flat surfaced but shader-filled water is ugly as all hell?
Vark said:Even if there are waves on the water that would still be a pixel effect. The water in finding nemo is still just a 'flat plane'.
The problem with shaders right now is that shaders are a programmers thing, when they need to be an artist thing. There aren't exactly a glut of people that excel at both.
Don't they use REYES? Isn't that a micropolygon based approach?
Vark said:That's a rendering technique, Renderman code / syntax affects per pixel / vertex operations.
In fact Nvidia CG / HLSL was derived directly from renderman (Nvidia purchased a company working on a Renderman compliant renderer). Renderman code can be easily ported over to HLSL with just a few syntax changes.
Vark said:Even if there are waves on the water that would still be a pixel effect. The water in finding nemo is still just a 'flat plane'.
The problem with shaders right now is that shaders are a programmers thing, when they need to be an artist thing. There aren't exactly a glut of people that excel at both.
Do a pixel effect over the vertex shader/animated geometry set. The whole flat plane thing looks like swimming through a picture of water
Vark said:A Pixel effect / vertex animation would still be a flat plane operation. The only difference is when you get vertex animation involved you have to raise the tesselation on the plane for more convincing effects.
The most effective way to get more lively water is still to do multiple operations. Larger sin waves to create the base water and successively smaller distortion from multiple origins to create the mini breaking waves over the water disturbance.
This is basically how pixar did it. And admittedly it's a mid ocean effect and more suitable for pre prendered operations.
You can easily apply the principal to realtime operations it just takes a lot of tweaking to get right. An animated wave pattern is going to loop and look way too predicable compared to what you can do in straight up pixel / vertex operations.
Again it comes down to too many shader writers being programmers first and artists second (not that there's anything wrong with programmer art![]()
Hmmm, must've misunderstood then(I've only heard a few things about it.). In any case, are you sure the water's got no geometry? There's plenty of interactions with it that look quite convincing, and PS water I've seen in games does not deform too convincingly, the deformations that occur when interacting with it appear to be done with polygons(from what I can tell...).
Gattsu25 said:2 second idea:
a toned down version of Snowblind's water (the developers...not the game) with Half-Life's water shaders?
Vark said:A Pixel effect / vertex animation would still be a flat plane operation. The only difference is when you get vertex animation involved you have to raise the tesselation on the plane for more convincing effects.
The most effective way to get more lively water is still to do multiple operations. Larger sin waves to create the base water and successively smaller distortion from multiple origins to create the mini breaking waves over the water disturbance.
This is basically how pixar did it. And admittedly it's a mid ocean effect and more suitable for pre prendered operations.
You can easily apply the principal to realtime operations it just takes a lot of tweaking to get right. An animated wave pattern is going to loop and look way too predicable compared to what you can do in straight up pixel / vertex operations.
Again it comes down to too many shader writers being programmers first and artists second (not that there's anything wrong with programmer art![]()
Vark said:Bleh, snowblinds water looked like walking through frickin' jello. Low precision calculations rock!
Hopefully they're animated well.
Phoenix said:If you are depending on just a sin/cos function to do water it will never look realistic no matter how many passes you do over it. It won't ever behave like a fluid. Fluid dynamics are best modelled using isosurfaces and similar to model the volume of the water itself and sampling that. Otherwise it will just act/behave like a piece of player 'splash water geometry' attached to 'ocean water geometry'.
Vark said:Meh, i'm trying to keep to simple expressions so people can follow without getting into complex volumetric sets. I still stand by the point though that complex physical models have very little to do with visual outcome (in fact I tend to find a major flaw in the industry is the obsession with accurate physical models). Sure you can write a combination of algorithms that accurate model water down to the drop, but is that going to look anymore real than a simplified artistic interpretation that manages to accurately represent the 'idea' of the waters movement. It comes down to skill and available toolsets.
Artist cost a lot of mony nowadays (art content is becoming a bigger and bigger expense for high quality games): physics engine get shared and re-used and you generally license them only once. artist need to repeat a lot of the laborious tweaking process for each title they work on: if you can reduce the pressure or the artists side of things, you might hope to reduce the budget required for a series of games (big thing for a publisher ),
You say "think for yourselves" but you're telling us what to think.Vortac said:Think for yourselves, this isn't North Korea
Vortac said:WTF is wrong with you people.
THIS is a stupid looking minotaur:
![]()
There is nothing wrong with the Oblivion minotaur..
Think for yourselves, this isn't North Korea
Sure you can write a combination of algorithms that accurate model water down to the drop, but is that going to look anymore real than a simplified artistic interpretation that manages to accurately represent the 'idea' of the waters movement.