I think that the water in the Crytek “Dino Island” GF3 shots that you can find on the web in a few places looks pretty awesome. I know it uses offset texturing (the texture shaders name for EMBM), but I don’t know the exact algorithm. Cass, you at liberty to say?
Then again, this hardly helps people who do not have a GF3.
There is a lot of info about water / ocean effects at www.3dpipeline.com where I work. Check out the bottom link and then the application demo. I had a big hand in this, but really only got a chance to test it on a Geforce 2.
It’d be great if you could drop me a line and let me know how it works on other cards (or in general what you think). It’s not the newest version and I’ve fixed some bugs and optimized since, but it should give you a good idea about the quality.
I agree Matt, so when will you ship me a GF3 so I can play around with it? If you can’t spare a GF3, I’ll take a GF2!
For raindrop effect, I thougbt this one guy had a unique solution, he recorded real rain, made a series of textures, and just animated them that way. Sure, it is a waste, but it did look real! I think Romka’s site posted some source to some code that has water effects, I forgot who made, but I think it was named DSalpha or somthing.
The wave water stuff looks really cool, but I was wondering if you have any info on weather effects – particularly rain and snow. I’m not concerned as much with rendering as in the actual algorithms of rainfall, snowfall.
Well, I take that back. Any information at all is appreciated.