• Possible "dynamic" water in portal 2.
    57 replies, posted
[url]http://www.valvesoftware.com/publications/2010/siggraph2010_vlachos_waterflow.pdf[/url] On page 52 there´s a category called Future Work. [quote]Future Work • Flow height maps and use tessellation hardware • Multiple frequencies of normal maps • Render dynamic flow vectors per-frame so animated objects cause flow changes • Use flow map with our physics simulation to have objects flow on the water surface using the same data[/quote] This means we´ll possibly get semi-dynamic water.
I like where this is going. [B]Edit:[/B] I just read the whole thing. It's a cool read, but a lot of it doesn't really mean much to me. It's talking about stuff I don't know anything about.
And we´ll maybe get fully 3D rendered bumpmaps...
Good to see that Valve still gives a crap about tech.
We might get PHYSX-esque water. But Dynamic is impossible with Valve's goals of Low Requirements. [editline]10:52AM[/editline] Not Dynamic
My friend is trying hard to convince me that Zelda: Twilight Princess had this. I'm talking about the dynamic flow map part.
[QUOTE=Take_Opal;23913415]We might get PHYSX-esque water. But Dynamic is impossible with Valve's goals of Low Requirements. [editline]10:52AM[/editline] Not Dynamic[/QUOTE] Stop thinking that PhysX is making wonders. Wait, tesselation hardware? The new source engine will support DX11? If so, holy shit.
The visual effect is pretty awesome. You can't pour that water, but that's what particles are for.
[QUOTE=LEETNOOB;23913934]Stop thinking that PhysX is making wonders. Wait, tesselation hardware? The new source engine will support DX11? If so, holy shit.[/QUOTE] No where in my comment do I show any opinion negative or positive of PhysX.
the link wont work for me , but dont we already have this as a particle effect in gmod?
My reaction = [IMG]http://www.facepunch.com/image.php?u=254490&dateline=1281058518[/IMG]
Portal loop waterfalls?
[QUOTE=little.sparrow;23916365]My reaction = [IMG]http://www.facepunch.com/image.php?u=254490&dateline=1281058518[/IMG][/QUOTE] That's my avatar! :hawaaaafap:
So, guys, start speculating! What would be so important that valve makes a whole new system for? I doubt it's for that goo, seeing as how that blob thingy is does its job fairly well.
[QUOTE]Already at perf limits on the Xbox 360 & low-end PC • Already at memory limits on the Xbox 360 • Our water shader had limited instructions left for our low end hardware ps2.0b[/QUOTE] [editline]01:26PM[/editline] It's hardly dynamic water, it's just an improvement on the system they have currently for moving water. Looks to be for simulating the way water looks and behaves when it's moving only.
Wow this seems cool. I wonder how it will turn out.
I don't think we'll be seeing any of the Future Work stuff in Portal 2. They're already at the memory limitations as they stated.
Good to see they're taking advantage of the (DX11?) tessellation technologies.
So they are just making water look like it is flowing realistically now, a problem that has been in Source games since Half-Life 2. With their new techniques they can make water look like there are differences in the way it moves by using a noise texture and a texture to distort the noise. That's where they have gotten so far. This is nowhere near "dynamic" or physically simulated water. However, in the "future work" section, they do mention using these flow textures to affect the way objects move on the surface of water.
[QUOTE=Clavus;23919719]I don't think we'll be seeing any of the Future Work stuff in Portal 2. They're already at the memory limitations as they stated.[/QUOTE] I really couldnt stand to have to play new games on a console when so many new features are on the PC.
It also talks about how other objects will change the flow map. For example: if you put a box in the water, the engine would update the flow map so that the water would look like it were flowing around the object, instead of just sitting there. I don't see why they don't just add these as options for the high-spec users. It's not like they haven't cut down on anything before to improve memory use.
Sounds interesting and looks realistic.
[QUOTE=OpethRockr55;23920676]For example: if you put a box in the water, the engine would update the flow map so that the water would look like it were flowing around the object, instead of just sitting there.[/QUOTE] I wonder how they can do that, the way they're doing it right now the flow maps are pre-baked with Houdini.
[QUOTE=OpethRockr55;23920676]It also talks about how other objects will change the flow map. For example: if you put a box in the water, the engine would update the flow map so that the water would look like it were flowing around the object, instead of just sitting there. I don't see why they don't just add these as options for the high-spec users. It's not like they haven't cut down on anything before to improve memory use.[/QUOTE] It won't be just visual, it will effect the way the water interacts with the environment.
[QUOTE=Jimmy422;23923716]I wonder how they can do that, the way they're doing it right now the flow maps are pre-baked with Houdini.[/QUOTE] I don't know, but it sounds to me guessing they're going to use a system like their motion blur, only applying it to the flowmap. [QUOTE]• Render dynamic flow vectors per-frame so animated objects cause flow changes[/QUOTE] And besides, the pre-baked stuff will only be for static objects. That isn't going to change, no matter what. I bet all they planned on doing was adding stuff over the top.
I don't want dynamic anything , I can live with the current engine! All I want is Episode 3.
And who takes care about the water?
[QUOTE=Guillebon;23926301]And who takes care about the water?[/QUOTE] Anyone who has made boats or submarines [b]EVER[/b] in Gmod.
Garry wouldn't put it in Gmod, it's have to be a serverside addon
The Future Work slide looks very promising. It would be awesome if props could actually cause ripples which would apply forces to nearby props.
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