Source Filmmaker

Source Filmmaker

Tea Thief Jan 3, 2019 @ 5:22pm
Water ripple - can it be done?
Trying to use SFM as a backdrop for 2D animation. Can you add a ripple effect to water?
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Showing 1-3 of 3 comments
EmperorFaiz.wav Jan 3, 2019 @ 5:39pm 
There are a water ripple particle effects. There are in water.pcf file.
episoder Jan 3, 2019 @ 5:49pm 
if not that. it depends what you need exactly the water for. reflection or refraction?

a basic water material looks something like this. i think most watervoids don't use reflection cause it usually glitches at the border.
water { %tooltexture "dev/water_normal" %compilewater 1 $basetexture "dev\grey" $bottommaterial "water/water_coastal_beneath" $abovewater 1 $surfaceprop "water" $normalmap "dev/water_normal" $bumpframe 0 $refracttexture "_rt_WaterRefraction" $refractamount 5 $refracttint "[1 1 1]" $reflecttexture "_rt_WaterReflection" $reflectamount 2 $reflecttint "[1 1 1]" $forcecheap 0 $forceexpensive 1 $reflectentities 1 $forceenvmap 0 // $envmap "lightprobes\water_endless_hdr" // $envmaptint "[1 1 1]" $fogenable 1 $fogcolor "{7 16 18}" $fogstart 2400.00 $fogend 3200.00 proxies { animatedtexture { animatedtexturevar $normalmap animatedtextureframenumvar $bumpframe animatedtextureframerate 30.0 } texturescroll { texturescrollvar $bumptransform texturescrollrate .05 texturescrollangle 45.0 } } }

your choice if you wanna use the real reflection or exchange it with a lightprobe and forcecheap it.
Last edited by episoder; Jan 3, 2019 @ 5:49pm
Tea Thief Jan 5, 2019 @ 4:09pm 
Originally posted by episoder:
if not that. it depends what you need exactly the water for. reflection or refraction?

a basic water material looks something like this. i think most watervoids don't use reflection cause it usually glitches at the border.
water { %tooltexture "dev/water_normal" %compilewater 1 $basetexture "dev\grey" $bottommaterial "water/water_coastal_beneath" $abovewater 1 $surfaceprop "water" $normalmap "dev/water_normal" $bumpframe 0 $refracttexture "_rt_WaterRefraction" $refractamount 5 $refracttint "[1 1 1]" $reflecttexture "_rt_WaterReflection" $reflectamount 2 $reflecttint "[1 1 1]" $forcecheap 0 $forceexpensive 1 $reflectentities 1 $forceenvmap 0 // $envmap "lightprobes\water_endless_hdr" // $envmaptint "[1 1 1]" $fogenable 1 $fogcolor "{7 16 18}" $fogstart 2400.00 $fogend 3200.00 proxies { animatedtexture { animatedtexturevar $normalmap animatedtextureframenumvar $bumpframe animatedtextureframerate 30.0 } texturescroll { texturescrollvar $bumptransform texturescrollrate .05 texturescrollangle 45.0 } } }

your choice if you wanna use the real reflection or exchange it with a lightprobe and forcecheap it.
Ok, thank you.
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Date Posted: Jan 3, 2019 @ 5:22pm
Posts: 3