I feel silly having to ask this, but what's the best way to have a vast expanse, such as water, that continues past the area the player can go but visibly extends off into the skybox, seemingly becoming the horizon?
Re: Water extends into skybox?
[Re: The_Clyde]
#353160 01/08/1101:0901/08/1101:09
Close, but I'm trying to make a cluster of tiny islands pretty much in the middle of nowhere. What I'm trying to avoid is having a great big water plane placed in WED, that you can see the edges of before it hits the horizon line...
Re: Water extends into skybox?
[Re: The_Clyde]
#354102 01/15/1117:4401/15/1117:44
Try to use a disc. When you don't move too high above the islands you won't notice the edges. Another idea is to use a vertex shader which always extends to the horizon. You'd only need four vertices here. I think Crysis uses something similar; the sea is actually calculated in view space and thus uses only relatively few polygons.
Re: Water extends into skybox?
[Re: Joey]
#354105 01/15/1119:5101/15/1119:51
It anyways will never hit the horizon. Thanks to clipping. What I do is to let the horizon fade into one fixed color and make the whater fade into that same color. While completely reflecting the sky ther basicly does the same, it usually isn´t able to completely hide the transition.