After spending so much time on this i can almost understand the argument of why game creators do create water in the manner that the do. I have yet to get the Level of Detail Node to work completely along with the facing ratio node. This will allow the water to be at the perfect amount of detail and retain the correct visual properties completely based off of where the plane is being viewed from. I have however managed to resolve the biggest issue of the random looping of the geometry through the displacement map animation. Two simple things had to occur for this to happen. First if you animate a fractal you can go into its properties of animation and you must change the post and pre infinity to cycle with offset. After this you must set a new expression on the animated time for the fractal. This MEL script is very simple...Nameofobject.translateX=rand(0.5) this allows the x value of the translation that occurs due to the fractal randomizing the geometry of the plane to pick random integers between 0-.5 everytime the animation is restarted. You can then repeat the process if the object is also animating the geometry on the Y or Z axis.

Part of the hypershade for one texture pack for the facing ratio when it is directly viewed from the top view.
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