Saturday 20 November 2010

Water! Again!

I've been off discovering the joys of Bitbucket, but after some friendly discussion of various crazy rendering schemes I decided to do a litle shader work with respect to water rendering. The spare channels of the blur mask render target now store distortion and detail values, which are applied during the blur pass to add a bit more detail back into the freshly-blurred areas.

Looking a bit better than it was, I think, especially when the water is moving.



Yeah, the distortion values have a definite tendency to smear downwards, which is very visible in the image taken from a low camera angle. I'll work on that. Still, it's nice to have lit water that doesn't look too smeary.

No comments: