There... I made an example (a quick and crude one):
Sure you can talk about how crude it is, but what I'm trying to show you is that here you can see all 3 components in the final product, you can clearly see the bottom, you see waves on the water, and you can make out reflection of the peak of the mountain. Sure that perhaps you could make up better percentages for a more realistic effect, but this is just a proof of concept.
Its sort of disappointing that we can't implement this with Unreal 1 engine...
Unreal 1 water effects?
Moderators: Master_Kale, TNM Team
Re: Unreal 1 water effects?
Damnit! Why can't all games using an engine built in 1999 (that can't even natively support textures larger than 256*256) use modern raytracing, shader and occlusion techniques?
There's just no justice in this world. *shakes fist*
Being serious for a moment, however, I wouldn't put it outside of the realms of possibility that the guy behind the enbseries renderers could find a way...
There's just no justice in this world. *shakes fist*
Being serious for a moment, however, I wouldn't put it outside of the realms of possibility that the guy behind the enbseries renderers could find a way...