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Kingmaker - Rendering Water

Discussion in 'Game/SP News & Comments' started by RPGWatch, Aug 12, 2017.

  1. RPGWatch

    RPGWatch Watching... ★ SPS Account Holder

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    [​IMG]This update for Pathfinder: Kingmaker is about rendering water and comes with plenty of watery screenshots.

    Today's update is all about water rendering in our game. Water is the most complicated rendering object from a technical point of view. To make the magic happen we use various subsystems of the game engine and thoroughly prepare both procedural and baked textures. Besides, we need a combination of programming skills, the abilities of our technical artists, lots of patience and a bit of luck. For our update, let's not dwell on trivial things, such as calculations of water lighting. Instead we are going to tell you about the difference between water rendering and rendering of regular geometry. Let's dive right in!

    Density

    Perfectly clear water is usually almost colorless, and only if its layer becomes thicker, it gets a bluish shade. However, there are only a few places on Earth, where you can find such clear water in a natural environment, e.g. Blue Lake in New Zealand. In most cases, water contains tiny particles of other substances, which can color it into various shades. This effect is especially noticeable in rivers and streams, where running water carries more of such particles.

    However, water color depends not only on particles of other substances, but also on some other parameters, and the most relevant for us is density. To make things easier, we'll make the assumption that the water color depends on depth (layer thickness) multiplied by density. In shallow water it becomes easier to see what's beneath, and in deeper places we can see more color of the water itself. The density is adjusted by our artists, and as for the depth, we calculate it via shader, using z-buffer.​
     
    Last edited by a moderator: Aug 12, 2017
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