Hi Jeremy, I guess Kim has already replied to your query. Me too, I wrote some underwater effects in OSG. My first work focused on simulating a school of fish. I did not make use of shaders for that. However for advanced effects, I am afraid you will need to rely on shaders. I have also created caustics and fog with shaders. I can send you some code if you want me to. Adrien Egli, who is registered in this mailing list recently posted onthe forum an underwater effect, I suggest you get in touch with him, I am sure he will be pleased to help you. All my codes perfectly work under Linux. Hope my answers were of great help. Regards, Franclin.
Jeremy Moles <[EMAIL PROTECTED]> a écrit : On Thu, 2008-04-17 at 10:11 +0100, Kim C Bale wrote: > There isn't really anything specific to OSG that can help you with this. > I am working on underwater effects at the moment and most of my work has > been with shaders. > > Tessendorf offers a fairly comprehensive guide to ocean rendering both > above and below water here: > http://graphics.ucsd.edu/courses/rendering/2005/jdewall/tessendorf.pdf > the papers he references in that cover most techniques. > > The book, Shader X5 has a good section on creating god-rays using a > multi-pass technique. > > Aside from that osgParticle gives you the framework to create a range of > particle effects such as plankton, silt on the seabed and bubbles. > Osg::Fog is also useful as a quick and easy underwater cue. > > I also played around with multi-pass rendering and refraction shaders, > refracting images above water through the ocean surface and warping the > screen in general creating a kind of wobbly underwater feel. > > I'm afraid I can't share any code, but if you're looking for > inspiration, take a look at the games BioShock or the underwater Not trying to take this thread off topic, but taking a look at BioShock should be done by everyone, not just because they have best water effects in any game to date. :) BioShock is probably the best game I've played in 5 years... the ambiance and settings and story and everything are simply without peer... > sequences in Splinter Cell Double Agent, as it's where I gathered most > of my ideas from. > > Hope that is of some help. > > Kim. > > > > -----Original Message----- > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED] On Behalf Of Loong > Hin > Sent: 17 April 2008 01:38 > To: osg-users@lists.openscenegraph.org > Subject: [osg-users] Create underwater effects > > Hi, > > Anyone has any ideas or sample codes in creating underwater effects > using OSG? Thanks a lot. > > regards > > _______________________________________________ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or > g > ***************************************************************************************** > To view the terms under which this email is distributed, please go to > http://www.hull.ac.uk/legal/email_disclaimer.html > ***************************************************************************************** > _______________________________________________ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org _______________________________________________ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org __________________________________________________ Do You Yahoo!? En finir avec le spam? Yahoo! Mail vous offre la meilleure protection possible contre les messages non sollicités http://mail.yahoo.fr Yahoo! Mail
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