As you can see in the image, the waves are reflecting a very clear picture of the clouds and lighting.
If any of you know, how would you achieve this effect and what lighting settings is best used to achieve this effect.
I’m also curious whether or not this is actually a shader being used (3rd party software to enhance visuals)
To note, I am not looking at how the waves are made (as in the shape), or the different varying colors across the surface, i am simply looking for how the reflections where achieved.
No its not terrain, its a skinned mesh gestner wave using animated pbr sequence
Ive tried even using a plain white metalness map, but most things i try dont reflect the clouds, and only reflect the sun/sun rays (like bits of bright light)
Im not looking for ssr, or the usage of engine bugs (as shown in that video), I just want an example PBR/layout for having those ‘warped’ reflections of the sky.
I have been doing some research into the waves and water DabidarZ made, and I believe DabidarZ is using editable meshes. This currently is a beta feature in roblox studio. I have a hunch that DabidarZ is also using editable images as well. (Also a beta feature, I think)
I’am using a custom texture I made, on a skinned mesh. Dabidar told me in his dc why not to use editable meshes. Anyways you can adjust the transparency in the mesh itself (if it’s not using a texture) if you are then put the texture in a surface appearance under the mesh as the colour and use a pure black image for the metalness and roughness maps. Leave the normal map empty unless you want to add finer ripples like I did.
Ah, most of the things i was doing before, i guess it comes down to texture, thanks for the assistance, if you wouldn’t mind telling me how you made the textures themselves that would also be greatly appreciated! (The ripples look very nice)
Edit: I do know that atm editable meshes are not a ‘great’ idea at achieving this effect mainly for performance based reasons, but i trust roblox (before its release) will improve the performance of editable mesh api, as it allows for scaling of the triangles and quality of distance in a more controller manner then using completely independent meshes. (Also editable mesh ‘UV map’ has alot of potential for achieving things such as faking sub-surface scattering)
This is water I made, the change in colour for the water height is a 1x100 pixel gradient ranging from dark blue to light blue and that achieves the effect of the lighter of the color of the water the higher the water.
Instead of using all the performance that would be needed for using a edible image and an editable Mesh at the same time this method is a lot more effective at performance levels and achieve the effect that I want without needing to change too much