Is there a blue water shader for MGE?

Post » Sat May 28, 2011 2:03 pm

Nice sampling vurt!

I've refined my values a bit more for a more subtle blue effect:

static const float3 _depthcolor = _lightfactor * SunCol * float3(0.03, 0.05, 0.07) + (2 * SkyCol + FogCol2) * float3(0.075, 0.095, 0.11);

Morrowind.ini :
UnderwaterColor=012,038,056
UnderwaterColorWeight=0.875


Here are some MGE XE v0.8.10 pics using the above settings:

http://www.liquidanvil.com/mw/screenshots/mgexe/mgexe0810_blue_lagoon.jpg / http://www.liquidanvil.com/mw/screenshots/mgexe/mgexe0810_blue_sunset_shallows.jpg / http://www.liquidanvil.com/mw/screenshots/mgexe/mgexe0810_blue_ebonheart_docks.jpg

http://www.liquidanvil.com/mw/screenshots/mgexe/mgexe0810_blue_underwater_sunrays.jpg / http://www.liquidanvil.com/mw/screenshots/mgexe/mgexe0810_blue_underwater_caustics.jpg / http://www.liquidanvil.com/mw/screenshots/mgexe/mgexe0810_blue_vivec_depths.jpg
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Monika
 
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Post » Sat May 28, 2011 4:56 am

The underwater shots are really great.. i miss the underwater caustics..
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Rhysa Hughes
 
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Post » Sat May 28, 2011 1:58 pm

Here are a few, i sampled the colors from some google images..

Green, dirty and ocean.

http://piclair.com/data/lly0t.jpg

http://piclair.com/data/qv0sq.jpg

http://piclair.com/data/id2nc.jpg


Wow, nice shots. The second values I think look most comparable to what I have seen in real life. I think perhaps somewhere between the first and the second would be good too though.
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Mark Hepworth
 
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Post » Sat May 28, 2011 4:18 pm

(...)


Agree with Vurt, this looks pretty awesome.
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Kristian Perez
 
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Post » Sat May 28, 2011 12:31 pm

Techy, I'm hoping you may know, but with Phal's SVN 186, I've noticed that if you use exponential fog, the sky no longer reflects in the water surface, is this possible to fix?

Edit: Oops, meant to post in the MGE thread.......
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Richus Dude
 
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Post » Sat May 28, 2011 9:38 am

Techy, I'm hoping you may know, but with Phal's SVN 186, I've noticed that if you use exponential fog, the sky no longer reflects in the water surface, is this possible to fix?

Edit: Oops, meant to post in the MGE thread.......

Yeah, this is better off reported in the MGE thread.
Looks like the color of the sky is the only thing getting reflected, not stars or clouds. You can check that the sky color is actually getting reflected on your end by setting a key bind to toggle the sky reflection in the Macro editor and try that in-game (water surface will get a lot more blue without the sky reflection). I don't have a quick solution at the moment - it's something that phal will need to address.



Back on topic... Here are some more pics with a greener theme, this time using MGE v3.8.2 rev-0186:

http://www.liquidanvil.com/mw/screenshots/green_turquoise_inlet.jpg / http://www.liquidanvil.com/mw/screenshots/green_vivec_sunrise.jpg / http://www.liquidanvil.com/mw/screenshots/green_underwater_sunrays.jpg / http://www.liquidanvil.com/mw/screenshots/green_ebonheart_to_vivec.jpg

http://www.liquidanvil.com/mw/screenshots/green_denizens_of_the_deep.jpg / http://www.liquidanvil.com/mw/screenshots/green_underwater_wreck.jpg

http://www.liquidanvil.com/mw/screenshots/green_hirstaang_point.jpg / http://www.liquidanvil.com/mw/screenshots/green_felsaad_coast_scuttled.jpg / http://www.liquidanvil.com/mw/screenshots/green_felsaad_bridge_over_isild.jpg

http://www.liquidanvil.com/mw/screenshots/green_frostmoth_bay.jpg / http://www.liquidanvil.com/mw/screenshots/green_frostmoth_ramparts.jpg / http://www.liquidanvil.com/mw/screenshots/green_sun_and_sail.jpg


Modded values:

static const float3 _depthcolor = _lightfactor * SunCol * float3(0.04, 0.065, 0.0525) + (2 * SkyCol + FogCol2) * float3(0.08, 0.125, 0.09);

Morrowind.ini :
UnderwaterColor=015,040,035
UnderwaterColorWeight=0.875
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Marie Maillos
 
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Post » Sat May 28, 2011 8:29 pm

Nice! looks a bit "milky" in that Solstheim shot though, but the other ones are nice.. I think i prefer a dark greenish color of the water, usually how it looks around here.

I came up with this http://piclair.com/data/8lovg.jpg

static const float3 _depthcolor = _lightfactor * SunCol * float3(0.041, 0.048, 0.002) + (2 * SkyCol + FogCol2) * float3(0.026, 0.034, 0.011);


It http://piclair.com/data/uuny5.jpg though in the distance, looks a bit odd. Any way to fix that?
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Crystal Clarke
 
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Post » Sat May 28, 2011 12:35 pm

Nice! looks a bit "milky" in that Solstheim shot though, but the other ones are nice.. I think i prefer a dark greenish color of the water, usually how it looks around here.

Yeah. It's more milky from higher vantage points - probably due to my view distance set rather low (5 cells) and fog becoming a factor. I've found it easier to match underwater color with a lighter surface color, but I do very much like the darker colors you've come up with! :rock:

It http://piclair.com/data/uuny5.jpg though in the distance, looks a bit odd. Any way to fix that?

You're using MGE XE v0.8.10 or 0.8.11 with exponential fog and scattering, right? It's likely because of the distance fade-to-blue that exponential fog introduces. I'll have to look at the shader code, or maybe Hrnchamd can tell us what needs to be adjusted.
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Flesh Tunnel
 
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Post » Sat May 28, 2011 12:39 pm

Correct! Would be great if it could be fixed somehow :)
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GLOW...
 
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