Please ignore the sloppy scene; I threw everything together extremely quickly to show off the shore. The upward particles were deleted but decided to stay, please ignore those!
There’s still some tweaking to do, but I’m happy with how it’s coming along.
The water itself seems very opaque, which is not how water looks realistically. The waves are too large and slow for such a small body of water.
The particles on the water itself are good. I’m not sure what the particles flying up represent, but it indicates that the water is very hot and is boiling. I’m not sure if this is the intended outcome.
If you don’t mind elaborating and pointing me in the right direction towards improving the look while maintaining the stylized aesthetic, I’d greatly appreciate it.
As for the upward particles, I deleted those after removing a previous scene and they just won’t go away. Instead of redoing the scene in a new studio instance, I just ignored it. I was pretty annoyed by that so kindly ignore those, haha.
If your look is not intended for realism, then transparency is not essential.
This also depends on your style, but sized waves can be applied to any style of water. Sadly, this interferes with the global water settings. Faster waves indicate more intense action, and larger waves indicate deeper water. These waves seem too large from the video, which creates the illusion that they’re deep, and I’m not sure if it’s intended for the aesthetic.
The size of the waves was just me being lazy with the scene. I plan on using the water as an ocean, so I originally made the waves large and slow. I could have made some quicker and smaller waves to simulate the slight effect wind has on a body of water like the one showcased, but I didn’t feel the need for a temporary scene. I’m working on adjusting some things using a one-time downward raycast from the bones so that the contrast of the waves between deep water and shore is a bit nicer, so that should cover that issue anyways. I appreciate your input.
The waves were made using mesh deformation and a gaussian function. The water normal & roughness maps were made in Substance Designer. The splatter is a texture laid on top of the plane. I just went wild with a splatter brush in Photoshop and animated the offsets of the texture using numbers plucked from the gaussian function so it moves smoothly with the waves.
There are a few great resources out there with this being one of them. I recommend messing around with different formulas in Desmos so you can fine tune the wave behavior to something that suits you. Highly recommend dealing with the movement of the water first, then messing around with different textures and transparencies to get the look you’re going for.
Hey, great work on this, it’s really impressive for roblox.
I’m working on my own sailing game at the moment and have managed to create a system that can update multiple planes in under 4ms and sync it to all clients, which could make for an amazing final result but due to not being a GFX designer I’m having difficulty creating high quality visual effects for my water as you can see here:
I’m aiming to eventually have a stylized art style, similar to games like Blazing Sails and Sea of thieves
I was wondering if you could give me a small breakdown on how you created the visual effects similar to this image here so I can get an idea of where to begin