After getting the multiple textures to work, I worked on getting all of the rendering passes I would need to compute the final rendering image. This included a background "skybox" render texture, a blurred depth map, and a normal map computed using the depth map. Here are some videos of the results. Currently my bilateral filter which I used to blur the depth map is having a lot of artifact problems, and coming up with good functions to relate depth to blur radius is a bit of a problem.
I will definitely come back to that issue after I have set up all of the other render passes and gotten some sweet looking water.
Here are some videos of the current results.
Basic render-to-texture with normal map computation stuff + skyboxes.
Render to texture + blurred depth map resulting in normals which would define water which looks a bit more watery.
Psychadelic acid-trip normal map super bug. This happened because I was accidentally discarding the depth values for non-fluid pixels, which led to the texture never being cleared so that the normal map texture was only written on current fluid pixels. Whoops.
Thanks for sharing the videos, even the last one with the bug. You may like this blog: I Get Your Fail.
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