Moving water

  • #1, by MateuszThursday, 06. October 2016, 20:58 8 years ago
    I have a scene taking place around kinda big lake. Despite spicing it with quite dense cover of lilly pads, cattails and alike, there is still quite lot of water showing. Motionless. Boring as hell.

    I've tried to create a few frames looping animation, but effects were less than satisfying.

    I've recently lay my hands on shader toolkit. Since I'm a true humanist I didn't even bother with digging the matrix-kinda-thingies and stick to premade effects. I've got myself satisfying noise filter, blur at scene fade in/fadeout and so on.
    Now - warp seems to be a thing I've been looking for in my quest for water.

    The only problem is - can a shader filter (one of included presets) be applied to a scene object (water layer) only?

    If not - I saw examples of fantastic water build with visionaire shaders on youtube. Would there be a kindly spirit with a grasp on them shaders wiling to share a ved file with a sample "watery" scene?

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    59 Posts


  • #2, by afrlmeThursday, 06. October 2016, 21:54 8 years ago
    Check out the shader fx object template made by Unreal here: http://www.visionaire-studio.net/forum/thread/visionaire-sha...

    It should show you how to apply shader effects to objects. It's also possible to write custom effects & shader scripts, but it requires a decent understanding of C / GLSL, which is beyond me as I've not got the patience to spend 4+ years learning the basics.

    Imperator

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  • #3, by GlenfxSaturday, 08. October 2016, 16:39 8 years ago
    I've been wanting to do something similar, but coding is so alien to me I couldn't make the water (ripple shaders) effects work in Visionaire.

    I personally went and used an old application called "sqirlz water reflection"
    http://www.xiberpix.net/SqirlzReflect.html
    And it worked decently, at least it loops nicelly.

    It would be nice to see some step by step tutorials for stupid people like me haha.

    Newbie

    72 Posts

  • #4, by afrlmeSaturday, 08. October 2016, 16:57 8 years ago
    Hopefully Simon will be implementing some pre-made action parts for some of the shader stuff with tweakable parameters (like in construct 2 game engine) into the next update or a future update, as it would be a lot more user friendly for non-scripters & scripters alike.

    Imperator

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  • #5, by caligarimarteThursday, 20. October 2016, 20:42 8 years ago
    First: Thanks for this Thread, I personally didn't even think it was possible in Visionaire to apply a Shader to only a particular Object. This is really useful!

    Second: Now my Question is whether it is possible to apply a Shader not to an Object, but to a Character. (For Example to make a Character have a Reflection in the Floor.)
    I tried to simply change the last Line from Objects["objectname"].ShaderSet=id into Characters["charactername"].ShaderSet=id , but without any Success. So is this in any Way possible, or can Shaders only be applied to Objects but not to Characters?

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  • #6, by afrlmeThursday, 20. October 2016, 21:26 8 years ago
    First: Thanks for this Thread, I personally didn't even think it was possible in Visionaire to apply a Shader to only a particular Object. This is really useful!

    Second: Now my Question is whether it is possible to apply a Shader not to an Object, but to a Character. (For Example to make a Character have a Reflection in the Floor.)
    I tried to simply change the last Line from Objects["objectname"].ShaderSet=id into Characters["charactername"].ShaderSet=id , but without any Success. So is this in any Way possible, or can Shaders only be applied to Objects but not to Characters?
    Only to objects at the minute as far as I'm aware - & not all of the shader effects work correctly on objects either currently. Sorry.

    I believe Simon plans on updating the shader toolkit & shader stuff in the future so that it's a lot more flexible & hopefully easier to use.

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  • #7, by caligarimarteThursday, 20. October 2016, 22:27 8 years ago
    Okay, thank you for the Information.

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