Hello,
I am currently working on a game, and I made a custom ocean mesh with my own texture that I created on Substance Painter. Why does my ocean look like a pool toy??
It’s really bothering me, what should I do please?
Thanks ![]()
Hello,
I am currently working on a game, and I made a custom ocean mesh with my own texture that I created on Substance Painter. Why does my ocean look like a pool toy??
It’s really bothering me, what should I do please?
Thanks ![]()
Sorry but i dont see it. What do you mean by pool toy?
The way light reflects isn’t the same as water, it has a rougher texture although roughness is zero and metalness is 1 for the liquid part of the ocean (i made the foam more opaque, hence why there isn’t much sun on it). The texture bothers me quite a bit.
Essentially it looks more like this than actual water.
kinda looks like a z index issue, .. what are the layers of the water? have you checked out other OS water on the resources.. ?
I mean, it doesn’t have much. It utilizes the PBR features, I created the texture via substance painter. It utilizes roughness for the foamy parts, metallic to make the water shiny, and the normals to give some depth (and color), but I don’t think there’s anything related to z-indexing, i think.
i think it would look a wholleee lot better if you made the waves fade in and out instead of being a solid transparency, kinda like a transparency gradient at the edges (hope this helps)
i can consider that yes! thank you! ![]()
To me it looks like you have this blotchy pattern which is inputted to the Roughness map, but it’s either black or white with no inbetween.
Really, you should have the roughness as a solid colour (close to black) for water and instead the ripple effect should be purely done on the Normal map!
Also, I love Allegorithmic’s software (painter & designer) - if you acquired your painter through freeing means I encourage you to also try out substance designer, that’s a sibling program to painter and it’s SUPER good. It’s a non-destructive material building program done through nodes. It also makes tiling textures super easily, I can see some visible texture seams right about here:
I’ve been using it the past few days to create water for my project ^^ (for this water, I’m using the inbuilt Glass material with particle emitters on top with flipbooks for water refraction!)
hello!! thanks for your comment! okay, noted! the roughness map was generated by painter, I guess I tried making the foam rougher since in reality it’s not going to be as shiny as water afaik. I will try designer instead of painter though, maybe that could work out better. (It’s my first time using this suite of programs)
i really love what you’ve done for your project! how did you utilize flipbooks exactly though since materials do not support (afaik) flipbooks? :0
Both programs are PEAK - but designer is made for making seamless looping materials!
And thanks, the water itself is just the default Glass material, but it has a particle emitter that’s emitting these flipbook sprites off of the top surface. The particleemitter’s orientation is set to VelocityPerpendicular and the speed is set very low (0.0001) so that the particle is always facing ‘up’ despite not visibly moving.
(I exported a set of images from designer and stitched them together using Aseprite to generate a sprite sheet that Roblox can use :D)

ohh clever!! noted! thank you so much dude!