This is an ongoing project of mine with an aim to create a realistic water and underwater shader. Keep in mind this is a work in progress and serves just for demo purposes, I no not really recommend using this as a resource for your own projects. But I do intend in to expand this to become an artist friendly toolkit for those who want to have realistic water scenes in their projects.
video of the shader in action:
http://www.youtube.com/watch?v=UkskiSza4p0
If you have any suggestions, comments, or technical issues running the blend, drop me a message in this thread in BlenderArtists forums:
The water shader is based on my own observations of water characteristics.
it features:
reflection with accurate fresnel refectance model
refraction with chromatic aberration
projected caustics on geometry from the water surface based on normals
seamless transition to underwater (no fake fog added)
accurate water volume with light scattering
view and light ray color extinction based on water color and sunlight
simple coastline detection based on terrain`s height-map
does not yet feature:
displaced water geometry
underwater particles
underwater light rays from caustics
shoreline behaviors
Sky model is based on Preetham, but implementation is from Simon Wallner, with a significant (artistic) changes done by myself.
I have also included an overly exaggerated experimental glitter shader and a completely procedural "water droplets on lens" shader.
Really outstanding!
I get low fps rate but the look fells really real.
And that wet effect in the camera... just great!
Keep up the good work!
Wooooooooooooooooooooooow! Was blown away by the video - good luck on getting such outstanding results with the final bits of this project as it is A* so far :)
Cleans glasses, looks to see if renders still look that freaking awesome Yep. Wow. Thats all I can say, really. Can't wait to play around with this one!
Follow up: I can't believe the framerate this is running at, steady at ~30fps on my reasonably high-end rig... If this is how clean it runs when the code is a mess, can't wait to see what you can crank it up to with some optimizing! Great work!
WOW! This is truly incredible, amazing. This should absolutely make the staff picks. I know I would chose this if I were an could! :)
I saw and tested the very first versions of this on BlenderArtist (link posted), amazing as always!
Thanks for the sharing!
It looks very very nice! But unfortunately i can't test it, though i've downloaded it, because i have an issue with glsl (don't really know from what it comes, probably a question of drivers (I'm under linux with the non proprietary nvidia driver)): all object that don't have an image texture do not receive light, and all of them are displayed black (in viewport as in game).
Anyway, thank you! :)
This is absolutely outstanding... you seem to be a pro a coding because the integration between python and C++ is perfect. :) Hope to be at your skill level someday!
This is so beautiful. Even though there is nothing to do here I love to just walk around and enjoy the view. There was an age in URU that has that open atmosphere too.
Great Work! Performance is very good! Just walk or swim around and enjoy the beautiful weather :D
Muy grande. Thank you for sharing!
This is just PERFECT, i love it to be implemented into a kit for games! i have a AMD 8350 8-core CPU and a gtx-970 and it runs at no less then 60 fps!
Ich kann nur sagen, das es echt klasse arbeit von dir ist. So ähnlich kann man es auch mit andere trick hinbekommen. Aber als programmierer sehr gut ausgearbeitet. hammer. spitze.
This looks great! Is it possible to use things made for the game engine in pre-rendered scenes? And have you managed to get a shore-line behaviour working? I would buy that!
Quite authentic. Adding geometry dash bloodbath will definitely increase the 3D of the image.
Doesn't function; perhaps it's because the version is too dated. geometry dash
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The goal to expand it into an artist-friendly toolkit for creating realistic water subway surfers unblocked scenes is ambitious and could be a valuable resource for the Blender community.
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