Water Room and Door Opening

Today’s work on the prototype focused on the door blueprints and the first of my fx rooms. I started by creating a blueprint that opens the door when you come near it. I had originally wanted the player to click to open the door, but this got complicated when I had multiple trigger boxes, as every trigger would open one door. There will be a proper way to do this, but for the sake of getting a prototype running it was easier to do it this way for now.

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After this, I created a room based on the water drip fx I made previously. I placed a few of them in a row, so that players can stand inside the water and see the distortion up close.

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To get this working, I needed to create a small body of water shader, to make it seem as if the water is filling up the room. I based this off of Unreal’s ocean and lake shaders. I found a water photo on cgtextures, made it tileable, and generated a normal map from it.

The base colour of the material is created by panning the diffuse texture over itself but with different uv tiling, to create a more random look. This is then lerped with two different shades of turqoise-blue to add some variation to the water colour. The lighter colour is faded slightly to create a softer look.

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There are three sets of normals that are blended together. One creates large waves, one small waves, and the other a panning water normal texture. The big and small waves are the normal texture with different uv tilings that are panned at slightly differing speeds. The water normals are a sine modulated panning texture, who’s frequency can be changed by the size of the water.

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The waves wobble and fade out when far from the camera. This is achieved by adding a perlin noise texture to the pixel depth, so that the amount away from the camera that the wave will fade changes.

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I really like the way this room has turned out so far. Adding the material to the walls and a slightly blue light keeps everything in the room thematic. Its nice to be able to walk under the rain, and I think this adds a sense of realism as you see the water distort in front of your face. I would like to add splashing foot prints and rain dripping sounds to this room, before testing it on some players.

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