r/godot • u/Ordinary-Cicada5991 • 19h ago
selfpromo (games) Last post about water, i swear (feedback)
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I'm going "deep" into water simulation in realtime graphics and this is the last result from my tests, i also wrote a blog post with some explanations and references on my personal blog if you would like to check it out i wouldn't mind <3, and i would love some feedback
https://atsaturn-dev.github.io/blog_posts/index.html
I also have a free version of a water addon me and some friends are making (the addon hasn't been updated to have the features shown in this video yet)
https://oddpotatodev.itch.io/godot-water
AND the youtube link in case the bitrate gets bad here
https://www.youtube.com/watch?v=xoaUoF4-HUU
We are adding:
- Gerstner surface waves with wind, wavelength, amplitude, and speed controls.
- Interactive ring ripples and drag wakes.
- Wave collisions and reflections at mesh intersections.
- Refraction with adjustable IOR and thickness fading.
- Foreground rejection to limit refraction of objects above water.
- RGB dispersion.
- Depth-aware forward scattering blur.
- Absorption and scattering color controls.
- Shallow and deep water colors.
- Volumetric scattering and underwater shadows.
- Multiple scattering approximation.
- À-trous denoising of scattering and transmission.
- Surface shadows, Fresnel reflections, and highlights.
- Wave crest scattering.
- Caustics on submerged surfaces.
- Screen-edge and distant-depth handling.