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"Sweet arse" water

Discussion in 'Made With Unity' started by forestjohnson, Mar 15, 2007.

  1. ZJP

    ZJP

    Joined:
    Jan 22, 2010
    Posts:
    2,649
    BTW. Yoggy?!!. Hello....
     
  2. Breakmachine

    Breakmachine

    Joined:
    Sep 19, 2009
    Posts:
    39
    can't download examples. 404 error.

    can anyone recommend a method of creating wakes with normal maps to date (3.5).
     
  3. hardyfish@163.com

    hardyfish@163.com

    Joined:
    May 12, 2012
    Posts:
    1
    anyone who have this download, can you send to me mail hardyfish@163.com, thanks
     
  4. JamesLeeNZ

    JamesLeeNZ

    Joined:
    Nov 15, 2011
    Posts:
    5,616
    How about lets not dig up old threads...
     
  5. Aeschylus

    Aeschylus

    Joined:
    Mar 12, 2012
    Posts:
    14
    Why is that?

    Is it better for people not to search, then to post the same question a thousand times, or is it better for people to search and look at the accumulated knowledge of this forum?
     
  6. krides

    krides

    Joined:
    Apr 7, 2011
    Posts:
    38
    Yeah, actually, le's dig up old threads. I need this thing now as well. Does anyone still have it per chance?
     
  7. ImogenPoot

    ImogenPoot

    Joined:
    Jul 2, 2012
    Posts:
    214
    The problem is that why would you need that? Unity includes two kinds of water... The new (S***ty) Water4 and the old one, maybe Water3 or whatever. The water before the current one was pretty good and looked even better than the water in this thread, which is also 5 years old...

    If you have some shader knowledge you can take the good out of Water4 with ease and apply it to Water3 and you have the best Unity water ever LOL.
     
  8. UnlimitedEdition

    UnlimitedEdition

    Joined:
    Feb 27, 2012
    Posts:
    287
    Looks nice from the images but I got a 404 when I tried to open the webplayer and the website. It's probably something with my internet security being stupid but just warning you in case there is a problem.
     
  9. bandingyue

    bandingyue

    Joined:
    Nov 25, 2011
    Posts:
    131
    looks very good.

    Thank you !

    Great!
     
  10. Annihlator

    Annihlator

    Joined:
    Oct 15, 2012
    Posts:
    378
    Sorry up front for the reincarnation, but i'm trying to investigate into methods to add water ripples from rain to my excisting water planes.

    the "rain" and other water elements i am using are already handled by unity's particle system, i just find it very hard to think of a reliable way to cast wherever these particles would hit to their respective surfaces... Right now i'm using unity's Water4 set with the water script and FX/Water shader.

    Most topics i found try to deform the actual surface, i'd just want to cast a spreading ripple where the particles hit, and overlay this on the excisting normalmap of the water shader.

    My problem lies in getting the particles to cast a spreading ripple on a rendered surface (atleast, i'm assuming the easiest way would be to implement a rendetotexture), and to have these ripples mapped back correctly to the normalmap. If anyone remembers another topic, that's great too. I just already spent a few afternoons in google attempts and hoped this might give some leads instead of running into surface deformations and 404s :)

    PS: Currently i am using a method i found in this topic: http://forum.unity3d.com/threads/54153-Particle-Effects a few days ago, though i feel this approach is much more resource-consuming and much less "pretty" then the solution with rendered textures, however as a bonus this effect can be used on any surface :/
     
    Last edited: Mar 28, 2013
  11. Cameron_SM

    Cameron_SM

    Joined:
    Jun 1, 2009
    Posts:
    915
    The issue you'll have trying to render into the normal map of the water is that this normal map is likely tiled, even if it's not tiles the resolution of the normal map will be too low o represent ripples. Also, IMO using render textures for this is massive overkill.

    What 99.9% of games do for this is simply blend in an animated normal map with pre-rendered ripples (that also tiles).

    Example:


    No one's going to be upset that your rain drops don't exactly connect with every ripple, your time is better spent on things the player will notice and get upset about, like gameplay and AI.