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Author Topic: 2 Questions conserning DOF and the Water  (Read 991 times)
Vinnepin
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« on: March 15, 2005, 02:49:20 PM »

Hey guys,

I have gotten 2 question for u conserning the beta engine ofcourse Tongue

1.) I tried the DOF sample from Pavel in his stiky post. But this turns out bad effects:
The picture.
I just applied the settings he gave is hes sample and played with them. But no matter what i change the picture will always turns out the same. Do u know what im doing wrong?

2.) About the water surface. Why do i always get a black part on the water if the camera is at a high altitude:
The picture.
Is there a settings that i have overlooked? The water works nicelly when u are close with the camera. Btw im again using pavels technique to create the water. And is it normal that the water surface of 256*256 and tiled by 8 pulls about 60fps from the video card?

Thx in advance Cheesy
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pizzayoyo
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« Reply #1 on: March 16, 2005, 04:41:11 PM »

make sure that you have the water plane and mesh set up right. The .dist of the plane has to be negative the altitude of the floor in .addfloor

This will push the innacuracy (blackness) pretty far back but still visible. So your best bet is to make a formula to do this:

1) Find Camera Height
2)Set WPlane.dist accordingly (lower value for higher cam, -altitude value for lower cam)
3)Recreate the water effect.

Hope that helped Smiley

EDIT:
If it is not -altitude when close to water, it will be completely black!
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pizzayoyo
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« Reply #2 on: March 16, 2005, 04:43:12 PM »

oh yeah... it depends what video card u have...

i get around 400-500 fps with Radeon X800 PRO.
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AriusMyst
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« Reply #3 on: March 16, 2005, 05:24:38 PM »

Quote from: "pizzayoyo"
oh yeah... it depends what video card u have...

i get around 400-500 fps with Radeon X800 PRO.


You sure man :S

I got more than that on a 9800 pro.
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Vinnepin
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« Reply #4 on: March 16, 2005, 07:18:04 PM »

This doesn't help:
WPlane.Dist = -(Camera.GetPosition().y + 50);

I put this line of code just before the rendering process, but there where no changes.

Then i tried :
WPlane.Dist = -(Camera.GetPosition().y - 50);
GraphicFX.SetWaterReflection(WaterMesh, RenderSurf1, RenderSurf2, 1, WPlane);

And again just before the rendering process. The reflecting works fine (although this eats LOTS op FPS this manner). But now i dont get the water effect, rippling i ment by that.

So the second options is no good either. Any other ideas? Sad
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AriusMyst
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« Reply #5 on: March 16, 2005, 11:42:48 PM »

Quote from: "Vinnepin"
This doesn't help:
WPlane.Dist = -(Camera.GetPosition().y + 50);

I put this line of code just before the rendering process, but there where no changes.

Then i tried :
WPlane.Dist = -(Camera.GetPosition().y - 50);
GraphicFX.SetWaterReflection(WaterMesh, RenderSurf1, RenderSurf2, 1, WPlane);

And again just before the rendering process. The reflecting works fine (although this eats LOTS op FPS this manner). But now i dont get the water effect, rippling i ment by that.

So the second options is no good either. Any other ideas? Sad


As far as i'm aware the distance should be the altitude the water is off from the floor. For example, if the water plane is 20 on y axis then the distance should be -20( or 20 ). This has always seemed to work fine for me. You shouldn't be setting the water reflection every frame heh, just updating the refraction/reflection surfaces is all thats needed on each frame, as for the rippling, try scaling the texture.
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