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 Post subject: Re: TES Skyrim 0.229
PostPosted: 15 Oct 2013, 20:58 
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*blah-blah-blah maniac*

Joined: 31 Dec 2011, 19:42
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Hard to tell how self-reflection would look in motion. I say give it a try at least, or just put up a test version.

Tough to find a picture that would illustrate the effect in RL, but here's a very small one: Image

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 Post subject: Re: TES Skyrim 0.229
PostPosted: 15 Oct 2013, 21:09 
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i would say leave them in unless as Confidence-Man said they would become a problem somewhere else :)
;)

Image

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 Post subject: Re: TES Skyrim 0.229
PostPosted: 15 Oct 2013, 21:27 
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Ah you found a bigger one. :)

Looks like Skyrim water, too.

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 Post subject: Re: TES Skyrim 0.229
PostPosted: 15 Oct 2013, 21:33 
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Joined: 27 Dec 2011, 08:53
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SerggX
Отражения на воде это большая проблема. Вода расположена на разных высотах по вертикали, поэтому нельзя просто отразить сцену относительно плоскости воды, а рисовать отраженные объекты для каждой воды совершенно невозможно из соображений производительности, только имея исходники игры можно такое вытворять. Отражения в пространстве экрана подобно тем, что сделал как эффект - можно, но они тоже весьма требовательны, да к тому же неправильно выглядят на краях экрана, поэтому надежда только на helper plugin, попытаться экранное пространство расширить и тогда уже отражения пускать, тоже не самый дешевый вариант. Придумываю пока что более простые решения, но все подходят лишь для одной плоскости воды.

Phinix
Guess it's parallax looks like that, wrong map or in this place water have very high amplitude and such simple displacement as prehistoric parallax fail to work. How to "coc" in that location?


Self reflection is not what Confidence-Man or CruNcher think of, it invisible when waves are low. Let me explain on image:
Image

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 Post subject: Re: TES Skyrim 0.229
PostPosted: 15 Oct 2013, 21:58 
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Joined: 20 Sep 2012, 00:20
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The interior in the screenshots is the final boss chamber in Bleak Falls Barrow. You can get there I believe using coc BleakFallsBarrow02, though you might have to run through some stuff to get to the final chamber.


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 Post subject: Re: TES Skyrim 0.229
PostPosted: 15 Oct 2013, 22:03 
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Hey folks, found that water in this washtub almost don't have any distortion from refraction, because i reduce it on shore (deepness dependent). What to do in such cases, keep current code or increase factor of distortion (let say 10 times)? Now fade distance is about 10 cm, for this water distortion completely restored only when i set it to 0.1 cm, perhaps wrong water object setup, but users will punish me for that. What should i do?
Image

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 Post subject: Re: TES Skyrim 0.229
PostPosted: 15 Oct 2013, 22:11 
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Joined: 18 Jul 2012, 09:46
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Let modders take care of those trough waters. Not worth it to break all to fix one.

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 Post subject: Re: TES Skyrim 0.229
PostPosted: 15 Oct 2013, 22:13 
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Phinix
Moved in to there, but can't find such place.

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 Post subject: Re: TES Skyrim 0.229
PostPosted: 15 Oct 2013, 22:27 
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@Boris
looks correct :)

Image

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 Post subject: Re: TES Skyrim 0.229
PostPosted: 15 Oct 2013, 23:01 
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Joined: 23 Aug 2013, 21:59
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ENBSeries wrote:
Hey folks, found that water in this washtub almost don't have any distortion from refraction, because i reduce it on shore (deepness dependent). What to do in such cases, keep current code or increase factor of distortion (let say 10 times)? Now fade distance is about 10 cm, for this water distortion completely restored only when i set it to 0.1 cm, perhaps wrong water object setup, but users will punish me for that. What should i do?
Image

Trough water is a notorious problem. Just leave it alone and let other modders deal with it. It's not worth the effort.

Phinix
I ran into a similar issue in Cromvangr Cavern. There's one spot in that cave that has water and water effects turned on and off a couple times. It was weird and thought it was maybe isolated. However, I started using the parallax map from W.A.T.E.R with RWT and I haven't noticed it since. I'll post if I see it again.

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