Game Development Community

My water looks un realistic

by Maximillian Brewer · in Torque 3D Professional · 12/13/2009 (9:03 pm) · 7 replies

Hi all,

I recently purchased Torque 3D (binary) and decided to work through the documentation. I was mostly interested in the Water effects, and so looked at the section on WaterBlocks.

After following the instructions, and comments, my water didn't look like what the images showed. Eg. The edges didn't show "foam", and the colour of the fog was applied to the whole object, not clear on the edges (shallow) and dark int he center (deep).

From Max

If someone has some nice looking water in a level, would you mind emailing me that levels .mis.

#1
12/14/2009 (1:04 pm)
you have to play with the settings, it doesnt look good default. play with the values and you will get some nice results.
#2
12/14/2009 (4:49 pm)
Also some settings don't go over 1. So you can try 0.1 or 0.0005 or whatever. Not sure if the water settings are like that or not but play around with it.
#3
12/14/2009 (5:08 pm)
Quote:The edges didn't show "foam"
I guess you did try it with basic lighting, the water is displayed different with advanced lighting.
#4
12/14/2009 (5:32 pm)
If you've imported a terrain from a previous version of T3D into the 1.1alpha, you will be missing foam as the paths have changed a bit. You'll also be missing the cubemap and various other things. They're all still there, you just have to find where they moved.
#5
12/14/2009 (5:55 pm)
@thomas: So basic lighting = no foam?

@Jason: no, i haven't ported in a level, because I only got Binary 10 days ago

@ Stadi: Could you put your settings that you have the water on up, because i am having a very difficult time getting it looking good.
#6
12/14/2009 (7:31 pm)
Max, here's mine:

new WaterPlane(theWater) {
      gridSize = "101";
      gridElementSize = "1";
      density = "1";
      viscosity = "0.1";
      liquidType = "Water";
      BaseColor = "5 12 22 153";
      fresnelBias = "0.12";
      fresnelPower = "6";
      waveDir[0] = "0 1";
      waveDir[1] = "0.707 0.707";
      waveDir[2] = "0.5 0.86";
      waveSpeed[0] = "1";
      waveSpeed[1] = "1";
      waveSpeed[2] = "1";
      waveMagnitude[0] = "0.2";
      waveMagnitude[1] = "0.2";
      waveMagnitude[2] = "0.2";
      overallWaveMagnitude = "1";
      rippleTex = "art/water/noise02";
      rippleDir[0] = "0 1";
      rippleDir[1] = "0.707 0.707";
      rippleDir[2] = "0.5 0.86";
      rippleSpeed[0] = "-0.065";
      rippleSpeed[1] = "0.09";
      rippleSpeed[2] = "0.04";
      rippleTexScale[0] = "7.14 7.14";
      rippleTexScale[1] = "6.25 12.5";
      rippleTexScale[2] = "50 50";
      rippleMagnitude[0] = "1";
      rippleMagnitude[1] = "1";
      rippleMagnitude[2] = "0.3";
      overallRippleMagnitude = "1";
      fullReflect = "0";
      reflectPriority = "1";
      reflectMaxRateMs = "16";
      reflectDetailAdjust = "1";
      reflectNormalUp = "1";
      useOcclusionQuery = "1";
      reflectTexSize = "256";
      waterFogDensity = "0.2";
      waterFogDensityOffset = "1";
      wetDepth = "2";
      wetDarkening = "0.4";
      foamTex = "art/water/foam";
      foamScale = "1";
      foamMaxDepth = "2";
      foamColorModulate = "0.7 0.7 0.7";
      distortStartDist = "0.1";
      distortEndDist = "20";
      distortFullDepth = "3.5";
      clarity = "0.15";
      underwaterColor = "11 31 46 190";
      position = "0 0 49.1585";
      canSaveDynamicFields = "1";
         enabled = "1";
         TypeBool locked = "false";
         rotation = "1 0 0 0";
         scale = "1 1 1";
   };
#7
12/28/2009 (4:34 pm)
Advanced lighting is required for foam and per-pixel water fogging. You still get undulation in basic lighting.