Only normal water should wave

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burli
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Only normal water should wave

by burli » Tue May 24, 2016 20:11

waving water in an ocean or in a lake looks good, but waving river water looks strange and has some ugly flickering effects. If riverwater is used in caves like in the valleys helper mod it looks weired

I don't know if it is possible, but I will open this feature request, that only default water is waving
 

paramat
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Re: Only normal water should wave

by paramat » Wed May 25, 2016 04:08

I agree, currently it's decided on material type being a liquid, no idea how to disable it for liquids.
https://github.com/minetest/minetest/blob/master/client/shaders/nodes_shader/opengl_vertex.glsl#L70

However the plan was that liquid shaders were to be reworked, removing the vertical motion, because it doesn't work with waterlilies or water surface decorations.
 

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Re: Only normal water should wave

by TumeniNodes » Wed May 25, 2016 11:35

paramat wrote:I agree, currently it's decided on material type being a liquid, no idea how to disable it for liquids.
https://github.com/minetest/minetest/blob/master/client/shaders/nodes_shader/opengl_vertex.glsl#L70

However the plan was that liquid shaders were to be reworked, removing the vertical motion, because it doesn't work with waterlilies or water surface decorations.


Is there an option to keep water under liquids, and set the river water and lava under another heading, such as "liquid surface"?, so they are not affected by waving?
I personally feel the waves should be reduced in height and stretched out to give more space between waves, as well as the speed slowed down.... almost creating swells rather than waves. Or even to make the water move in a choppy fashion instead.
But I would much rather see the waves removed as you stated
Flick?... Flick who?
 

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Re: Only normal water should wave

by DS-minetest » Sat May 28, 2016 09:47

well, if it should be realistic, there would be stronger waves, when nothing blocks the wind.
the waterlilies should wave together with the water, if its possible
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Re: Only normal water should wave

by TumeniNodes » Sat May 28, 2016 22:02

DS-minetest wrote:well, if it should be realistic, there would be stronger waves, when nothing blocks the wind.
the waterlilies should wave together with the water, if its possible


This [i]might[i] be possible using an animated texture (almost in the manner of how flags was done in an old mod which I have been working with lately).
And then some manner in which the set the animation to coincide with waving water shader? Just thinking off the top of my empty head at :P
So, have the animated waterlillie which matches the animation of the water (which actually should not be too difficult)... and then a means to make the texture float up and down with waves as well... (more difficult than making the lilly match water source animation)
Even cooler to have the "near shore" plants move with waves as well, items like papyrus, etc.
Flick?... Flick who?
 

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Re: Only normal water should wave

by TumeniNodes » Sat May 28, 2016 23:46

I think, if I take the water source animated png, and create an overlay from it, then impose the waterlilly over it, and do some trimming, I may be able to offer a texture which animates right along with the water and will fit very nicely. Gonna give it a shot over the next couple days.
As far as then figuring out how to work it into the path of the wave shader... maybe the waterlilly needs to be placed under liquids? (but with no alpha, etc.) IDK, just thinking out loud, and I'm probably wrong :P

<edit> ok, maybe I'll work on this later haha. waterlily is a nodebox drawtype. I think a little more is involved than simply creating an animated waterlily.png. I just tried it and it was a flop :P
I'll try it again another time, I have 3 other projects I need to finish up first
Flick?... Flick who?
 

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Re: Only normal water should wave

by DS-minetest » Sun May 29, 2016 08:04

oh, I thought, we write about shader waves :O
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Re: Only normal water should wave

by burli » Sun May 29, 2016 08:32

DS-minetest wrote:oh, I thought, we write about shader waves :O

I did
 

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Re: Only normal water should wave

by TumeniNodes » Sun May 29, 2016 17:26

DS-minetest wrote:oh, I thought, we write about shader waves :O


I had brought up the issues with waterlilies and near shore plants based on the fact they do not animate with the water, as paramat mentioned. Waterlilies should follow the same pattern as default water source animation.
If I (or someone else) could recreate the waterlily in Blender, as a water surface mesh (which uses a plain, mesh),maybe we can get it to follow the animated water pattern, and then "maybe" it could be placed in the liquids category so when the shader is on, the waterlily is also manipulated by the shader to follow the waves?
I have wondered if the flowing waters and lava could be set under a diff category than liquids, then the waving shader would not impact them? Or maybe even if it were an option to place water sources under "water surface" and set the shader to impact water surface rather than liquids.
But I do not know if there is another option for water nodes other than --liquids?
I was not trying to divert the main topic, but the topic has other pieces involved, so I am just mentioning some ideas, which may or may not be valid
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Re: Only normal water should wave

by ShadMOrdre » Thu Jun 02, 2016 03:53

Shouldn't all liquids should have some degree of wave action? Ocean waves should move towards land masses, whereas, river water and lava should wave in the direction of movement, albeit, at different speeds. This would more than likely solve any visual issues and would look far more natural.

The issue with water lillies is a little comlpex. The lillies, as they are now, are actually a node that sits above a water node. The shaders that create the wave effect are essentially calculating the height of the water nodes. Consider, that using a mesh water lily would mean that you then have to calculate the height of the water node beneath it. Alternatively, you could create a new water node, adding the water lily graphic to the water background and using that on the top face of the new water lily node. In this way, the lily is always on top of the water surface, and there is no additional performance penalty.

Thoughts?

EDIT: When the lily node is dug, it would drop a lily and be replaced by a plain water node.

Shad
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Re: Only normal water should wave

by TumeniNodes » Thu Jun 02, 2016 11:35

ShadMOrdre wrote:Shouldn't all liquids should have some degree of wave action? Ocean waves should move towards land masses, whereas, river water and lava should wave in the direction of movement, albeit, at different speeds. This would more than likely solve any visual issues and would look far more natural.

The issue with water lillies is a little comlpex. The lillies, as they are now, are actually a node that sits above a water node. The shaders that create the wave effect are essentially calculating the height of the water nodes. Consider, that using a mesh water lily would mean that you then have to calculate the height of the water node beneath it. Alternatively, you could create a new water node, adding the water lily graphic to the water background and using that on the top face of the new water lily node. In this way, the lily is always on top of the water surface, and there is no additional performance penalty.

Thoughts?

EDIT: When the lily node is dug, it would drop a lily and be replaced by a plain water node.

Shad


Interesting idea. We are thinking along the same lines. It would be literally just using the waterlily image, with the water animation for the top. In theory that should work fine but, I am not sure if the liquid drawtype allows for individual textures per side, or require the use of only one.
If it does allow it that will be great, and would solve the water surface plants issue on two levels... moving in synce with both the animation and the waves shader!
But if not, will not work as you would have a waterlily on all faces (extremely odd looking)
Worth a shot anyway.
After that, (if successful), it would be a matter of figuring out if the other liquid types would be able to be under a diff heading (drawtype)?
Flick?... Flick who?
 


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