Rendering the foam on the other hand was another challenge because again the shaders I was putting on the foam weren't rendering how I wanted them to render. The thing that was happening was that the foam was rendering out like little grey balls which was very confusing, but after looking online for the problem I found a solution. The solution was that I needed to go into the hypershader and add an aiUserDataFloat and a RampColor to the texture of the foam, which helped change the colour of the foam to white and made it look more like realistic foam.
This, and I don't know how, also fixed the problem I had with the water coming out looking black when I render that out. But yeah now I'm able to simulated real looking water with foam. Plus applying the foam also create more of a character element to the simulation because it gives it more of a frantic look to the water when it bursts out of the windows.
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