How Games Fake Water

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Acerola

Acerola

Күн бұрын

Пікірлер: 861
@Acerola_t
@Acerola_t Жыл бұрын
Get a free 30 day trial and 20% off an annual plan at brilliant.org/acerola #ad Hope you like the video!!
@k_otey
@k_otey Жыл бұрын
nice
@syaoranli7869
@syaoranli7869 Жыл бұрын
have you considered Tessendorf's model for Fluid Sims?
@clarkey8598
@clarkey8598 Жыл бұрын
you said it was free!
@C0nejin
@C0nejin Жыл бұрын
Nice haircut 👍
@PlanetComputer
@PlanetComputer Жыл бұрын
swagilicious man
@bloom945
@bloom945 Жыл бұрын
this isnt just how to make water, this is a crash course in graphics programming
@rafaelbordoni516
@rafaelbordoni516 Жыл бұрын
16:32 once I was trying to make the surface ripples of water running in a direction like a stream, and one of my attempts had small ripples that were just moving along the surface without any disturbance and I thought it was unrealistic and added some noise to it, then I saw water running down the street in the rain and it had super static unchanging ripples running along the surface, I felt really stupid
@Litl_Skitl
@Litl_Skitl Жыл бұрын
Laminar flow babyyyyyy
@Solutra
@Solutra Жыл бұрын
@@Litl_Skitl that isn't what laminar flow is but ok
@simonfrancis110
@simonfrancis110 Жыл бұрын
@@Solutrait is
@Solutra
@Solutra Жыл бұрын
@@simonfrancis110 captain dissolution has done an entire video on laminar flow, watch that before you say anything else
@Litl_Skitl
@Litl_Skitl Жыл бұрын
@@Solutra Sorry I thought you meant ripples that stayed perfectly in place. I need to read more carefully...
@gustavosantos106
@gustavosantos106 Жыл бұрын
I've worked as a fisherman for a decade. A lot of that time was spent watching the sea and thinking 'there must be a logarithmic mixture to reproduce this effect'. Here comes Acerola to crown himself again.
@justinblin
@justinblin Жыл бұрын
The man himself has come to bring us another well explained video about complex topics I will forget as soon as I try to do it myself
@compilererror2836
@compilererror2836 Жыл бұрын
this is the most accurate comment ever
@LighthoofDryden
@LighthoofDryden Жыл бұрын
BABE WAKE UP-
@UliTroyo
@UliTroyo Жыл бұрын
Poor babe. Who can catch a nap in this house?
@noobissk3001
@noobissk3001 Жыл бұрын
It's a new acerola video!!
@naiknaik8812
@naiknaik8812 Жыл бұрын
babe, babe please why aren't you waking up
@kkTeaz
@kkTeaz Жыл бұрын
It was 3 years ago, ​@@naiknaik8812 it wasn't your fault...
@partlyblue
@partlyblue Жыл бұрын
​@@kkTeazLook at me, son. It's not your fault.
@GRAVENAP
@GRAVENAP Жыл бұрын
Nobody does it like you. Explained well, entertaining, thorough, explained performance pitfalls and how to solve them, etc. Your work is a goldmine. Thank you!
@MidnighterClub
@MidnighterClub Жыл бұрын
GPU Gems that are explained simply could be a whole series. You should do more of these.
@idrios
@idrios Жыл бұрын
On shadertoy there's a shader called "Seascape". Even with the source code right in front of me, I've never been able to understand it. This was a phenomenal explanation and I feel like I actually understand it now.
@neonfoxgamer-9738
@neonfoxgamer-9738 Жыл бұрын
I swear to god staring at a thing in reality, questioning whether or not I would consider it realistic if it was presented in a video game is too relatable you explained a few concepts in this video that I took like, 2 years to figure out on my own, damn you! (but thanks for sharing it for others) now I can finally point people to a specific good video when they ask for shader knowledge
@nuvuv1
@nuvuv1 Жыл бұрын
i literally do this all the time lol. when he mentioned it in the video, i let out a sigh of relief that im not the only one who does this 😅
@seedmole
@seedmole Жыл бұрын
I spent all day making structs do what I want them to do in my midi sequencer. This is what I needed to unwind. Hell yeah, that was some comfy overlap between audio and graphics. So many topics that are extremely familiar to someone who has spent more time with synthesizers than with code. Ultimately it all comes back to the Fourier transform when doing things involving sums of sines. Also one thing used in audio design to reduce noticeable beating (i.e. the audio analogy of tiling) is to vary each oscillator independently as a function of time. Plenty of ways to solve that issue but that's the one that immediately comes to mind for me.
@Acerola_t
@Acerola_t Жыл бұрын
it's all waves all the way down! (also that sounds like a good idea)
@machaoverlord5925
@machaoverlord5925 Жыл бұрын
basically becoming game dev also means becoming mathematician for that juicy wet water
@ai_outline
@ai_outline Жыл бұрын
I would say a computer scientist hahaha
@machaoverlord5925
@machaoverlord5925 Жыл бұрын
@@ai_outline i mean you gotta sacrifice one or two braincells to fry to create this magnificent juicy water. Not as Avatar 2 level of water but convincing splashy water.
@machaoverlord5925
@machaoverlord5925 Жыл бұрын
@eveningcommenter6312 i would love that on vr
@DarkSwordsman
@DarkSwordsman Жыл бұрын
I am constantly amazed at your ability to make complex topics easy to understand and fun to watch. As an aspiring game dev and current 3D artist, thank you.
@pyrus2814
@pyrus2814 Жыл бұрын
Watching this at 0.25x speed to offset the goober who watched at 2x speed. Gotta internalize every detail.
@Kaboom1212Gaming
@Kaboom1212Gaming Жыл бұрын
Something to mention with Sea of Thieves, you actually can see the repetition in the water from high viewing angles i.e. climbing a mountain. It is just very expertly hidden behind all of their other fancy work.
@Acerola_t
@Acerola_t Жыл бұрын
yeah this is cause the fft approach is too expensive to compute in the shader so it's instead computed into a texture that tiles, otherwise there wouldn't be repetition.
@Kaboom1212Gaming
@Kaboom1212Gaming Жыл бұрын
​@@Acerola_t That makes a fair amount of sense. It's still something I'm really interested in learning as well. Most of my stuff is done using textures too to be fair, though lately I've been baking heightmap and other data out of Houdini water sims to get an actual simulation as the baseline and then work with everything outside of that. Have you also seen their big talk about their cloud rendering system? It's quite an approach they use, they gave a whole breakdown at GDC 2019 called Sea of Thieves: Tech Art and Shader Development. I think it might be worth looking at as an approach as well for your other videos coming up, since you mentioned you were getting into cloud rendering as a subject soon too (iirc in your CS2 smoke grenade video)
@crancpiti
@crancpiti Жыл бұрын
I'm looking forward to the next video. The waves in Sea of Thieves look so impressive, they even have physics!
@merlang7
@merlang7 Жыл бұрын
water is one of my favorite topics when it comes to computer graphics because there's so many ways to go about implementing it. my personal favorite video game water is Mario Galaxy, because it feels really stylized and unique, without resorting to solid colors and repetitive textures like a lot of other examples for stylized water. The toxic waste in Portal 2 also looks really nice, despite basically being brown sludge.
@a52productions
@a52productions Жыл бұрын
I'm a physics student going into grad school, and I'm planning on working on real time fluid simulations! It's fascinating seeing it from a nonphysical, more approximate perspective. Of course Fourier series would make their appearance! The domain warping aspect is very fascinating! I would never have thought of that, but it works perfectly. It also seems to naturally result in the low regions being flat and low detail, and the high regions being spiky and high detail. That's so cool! It's also fascinating learning about all this optics stuff. That's the one bit of physics I never got. I suppose if I want to work on games (a hobby of mine) I'll have to learn it some day...
@LiveWire937
@LiveWire937 Жыл бұрын
Acerola, you're a lifesaver. You just saved the surfing mechanic I was thinking about scrapping because until now my waves looked like an unyielding herd of gelatinous migratory hillocks. still gotta work out a more performant way to make the big waves that crash and go tubular etc., but at least now it feels like I'm on the ocean, and not lost in some sort of undulating mound dimension.
@Acerola_t
@Acerola_t Жыл бұрын
this method I still think looks yucky for bigger waves, it looks really nice for slower water/stillwater distortion on reflections. Next vid will go over the logic behind the nice realistic big waves though!
@borgking620
@borgking620 Жыл бұрын
Awesome video, I learned a lot! Still two minor corrections/annotations: 1) frequency is not 2/wavelength, but 1/wavelength. Probably that mistake somehow slipped in with the graph at 1:46. You can see there that you are not showing sin(x) but sin(PI*x). The natural wavelength of a sinewave is 2*PI, also known as a radian. Basically this is an angle-measurement that is based upon the arclength (= traversing the surface) of a circle with the radius of one. 2) the Blinn-Phong model is NOT in any way the basis for PBR. Blinn-Phong is an approximation on the basis on artistic criteria, calculated purely for verisimilitude, not realism. PBR models on the other hand approach the calculations on the basis of physical values. For example a light in Blinn-Phong can be brighter going out than it goes in since it is added once in the diffuse and a second time in the specular breaking energy conservation. A PBR model on the other hand only distributes the total amount of light into reflection and absorbtion, so it can never be brighter than it goes in. Oh and I didn't expect you to be this young, with the quality of your videos and complexity of the topics discussed I expected you to be an industry veteran for at least a few years!
@Acerola_t
@Acerola_t Жыл бұрын
1) gpu gems is wrong then idk 2) I added an annotation saying blinn phong is no longer considered pbr by today's standards
@nk361
@nk361 Жыл бұрын
Yes! I have been hoping for a good detailed video about FFT and iFFT realistic water. I would still like one on that spooky partial differential equation one too, but I know that it's got hands
@funx24X7
@funx24X7 Жыл бұрын
Totally agree about screen space reflections, they're like ants: once you notice them you see them everywhere and it totally ruins immersion.
@ZTimeGamingYT
@ZTimeGamingYT Жыл бұрын
Trigonometry and fluidity are two topics I would have never have guessed would apply in graphics together. Now, it makes sense!
@real_vardan
@real_vardan Жыл бұрын
You explain those topics better than my professor, it's hard for me to understand certain equations without having an intuitive grasp about it. Your visualization really helps!
@patyna4775
@patyna4775 Жыл бұрын
21:26 I'm sorry to say this, but with this rendering time you brought up a great Polish meme
@skoovee
@skoovee Жыл бұрын
“wow frass nal!” was far more funny than it should have been
@gamingtoday1418
@gamingtoday1418 Жыл бұрын
19:20 I cant believe Acerola forgot to mention the 4th forbidden reflection technique of just using a 2nd camera to render the reflections
@Acerola_t
@Acerola_t Жыл бұрын
basically the cubemap approach
@volkoivan
@volkoivan Жыл бұрын
It's such a pleasure to watch an ugly looking plane of sine waves slowly but surely becoming a masterpiece
@TeslaPixel
@TeslaPixel Жыл бұрын
I really hope you get around to the more advanced wave methods. The result at the end of this video looks great but sea of thieves' waves are something else.
@sumdude5172
@sumdude5172 Жыл бұрын
sea of thieves waves take up half the screen 80% of the time. You bet your ass they have teams of dedicated, nda-locked programmers and artists, who are as smart and hard-working as, if not more than, a single sleep-deprived youtuber, focused solely on the water.
@TeslaPixel
@TeslaPixel Жыл бұрын
@@sumdude5172 And this prevents a high level exploration of some of the methods how?
@Acerola_t
@Acerola_t Жыл бұрын
give me 2 weeks idk
@someloser7991
@someloser7991 Жыл бұрын
@@Acerola_t 2 months it is, got it 👍
@0osk
@0osk Жыл бұрын
@@sumdude5172 They did a siggraph talk in 2018 going over it. The talk was called "The Technical Art of Sea of Thieves," it's on youtube. I'm not a developer so maybe they left out some important details, but it seems pretty complete from what I can tell.
@jbritain
@jbritain Жыл бұрын
You and Sebastian Lague have made me realise I want to be a graphics programmer, and I thank you for that.
@raiton99
@raiton99 Жыл бұрын
THIS! This field is so interesting!
@Toesty5
@Toesty5 Жыл бұрын
Good luck!! You can do it!
@SpringySpring04
@SpringySpring04 Жыл бұрын
Acerola and Sebastian Lague collab when?! I also really like Sebastian's work. I remember obsessing over ant simulations about 2 years ago when I saw his ant/slime simulation videos! lol
@RayDimn
@RayDimn Жыл бұрын
I started my college degree of computer science in the beginning of this year, and even though my primary objective is not to become a graphics designer and also because i am still a noob when it comes to programing and everything, your videos still are always really amazing, informative and fun to watch. Ngl, you are even better to explain somethings than my teachers are lol, hope you grow even more here on KZbin you deserve it
@Acerola_t
@Acerola_t Жыл бұрын
Have fun! also graphics designers make logos not video game graphics, important distinction!
@RayDimn
@RayDimn Жыл бұрын
@@Acerola_t noted 👍🏻
@chakra6666
@chakra6666 Жыл бұрын
It's cool to see a breakdown of how stuff usually works, but it's much rarer to see any content explaining 'better' options. Excited for the next video :)
@DarkSwordsman
@DarkSwordsman Жыл бұрын
20:13 LITERALLY ME AFTER I LEARNED ABOUT HOW POWERFUL FRESNEL IS
@BluesM18A1
@BluesM18A1 Жыл бұрын
the physics of how objects interact with the water and disrupt the usual wave patterns is something I always wanted to learn. Any modern game with seafaring in it would feel incomplete without it
@RoySATX
@RoySATX Жыл бұрын
Dude, I'd be lying if I said I learned or comprehended much of what you just did, I'll be sixty next year and my short-term memory is, what was I saying? What I can say truthfully is I was able to follow along with you the whole video, you didn't lose me, my eyes didn't glaze over, and my mind didn't drift off. That's good, you have a knack for this! I wish you had been around when I was in high school, I'd have learned a lot more math and enjoyed math a lot more instead of dreading it out of fear I'd become a CPA..
@Peterscraps
@Peterscraps Жыл бұрын
Screen space reflections still beat cube maps but are less consistent, I like valves idea of using both screen space reflections and cube maps, mixing methods. If an improvement leads to predictable edge cases, plug the gap with old faithful.
@Yukiixs
@Yukiixs 8 ай бұрын
I liked the fact that you chose something else than gerstner waves, which is commonly accepted for being the go-to for waves simulations, you explained why and proved that you could still have good looking water without that much complexity…
@torphedo6286
@torphedo6286 Жыл бұрын
Nice video! This helped a lot in my understanding of lighting, other explanations I saw were really dry and didn't explain the math very well. You should also cover distortion textures! By abusing distortion and multiple scrolling textures, you can make most visible tiling go away. There's a great video by a channel named Jasper about how they used this for water in Mario Galaxy 2.
@Nuttygamer27
@Nuttygamer27 Жыл бұрын
your honestly one of the game dev people that I like to watch I find it more better of someone explaining me how it's done than someone just tell me how to make it and just coping the code without no knowledge of how it's done, and you're more entertaining to watch than a 2 hour video of someone explaining it like you video are more faster but not to fast to were I don't understand and can't follow along
@0xC272
@0xC272 Жыл бұрын
Love the videos, mad props. One thing I do wish though is that we didn't get a 101 to graphics programming (what a normal is, what diffuse/specular are) in each video. Perhaps just refer people back to an earlier one? I know it's a difficult balance to strike to adjust it correctly for the target audience. Keep up the awesome videos!
@Acerola_t
@Acerola_t Жыл бұрын
I'd rather each of my vids be a complete package
@bastian3461
@bastian3461 Жыл бұрын
would love to see that more complicated wave motion 🕵
@ryanhamstra49
@ryanhamstra49 Жыл бұрын
Timberborn has some pretty interesting fluid sims. It’s a semi minecraftian game in that the world and landscape is made of blocks, but the water actually flows and fills the world, as well as having levels at up to 0.01 of a block height, having waves, and even being used up by plants in the area.
@LukeFlavel
@LukeFlavel Жыл бұрын
Ever since I started watching your videos, I've been looking at real objects and thinking about the way it could be modelled digitally. Water has been the primary object of my attention, so I was ecstatic to see an Acerola water shader video! Thank you so much and I'm looking forward to more water shading stuff in the future :D
@px64
@px64 11 ай бұрын
Very well explained and I learned a lot. I think its okay to not show something on screen for every noun and verb. Sometimes it felt excessive.
@choud-cc
@choud-cc Жыл бұрын
I’ve worked with gerstner waves quite a bit and I’ve only ever noticed issues with waves curling in on themselves if you add a wave to the mix with parameters higher than the one that came before it. I’d be interested in seeing you talk more about gerstner waves or explain a bit more why you don’t like them!
@Acerola_t
@Acerola_t Жыл бұрын
tbh the real reason I dont like them is it heavily complicates the partial derivatives due to the horizontal displacement and I found that the e^sin(x) waves looked great anyways for less effort (mentally and computationally)
@choud-cc
@choud-cc Жыл бұрын
@@Acerola_t I can agree with that. They certainly add way more complexity than needed for some water use cases. I already find derivatives annoying and adding the non linear, multi dimensional nature of gerstner waves to the equation is a bit much lol Much love can’t wait to see what you upload next!
@joshuacampbell17
@joshuacampbell17 Жыл бұрын
9:59 shoutout the Professor
@xanderlinhares
@xanderlinhares Жыл бұрын
100% agree with the sentiment about SSR (and shadows). The attitude toward motion blur seems like a trendy thing that people think they shouldn't like.
@Acerola_t
@Acerola_t Жыл бұрын
I think motion blur on basic camera movement is kinda yucky, it only exists to hide frame rate problems (like in ff16 if you disable the motion blur the low fps is way more obvious) but fast movement effects like a blink/dash arent nearly as impactful without motion blur (e.g. dishonored).
@rafaeltota
@rafaeltota Жыл бұрын
Every other Ace video I go like that "Oh" gif, starring Chi McBride No better way to convey how this feller here makes me understand stuff that hadn't really sunk in
@lucanapora4016
@lucanapora4016 Жыл бұрын
This dude is actually the goat! What a generous man to be spend his free time doing this for us
@samuelazeredoo
@samuelazeredoo Жыл бұрын
I finally found a use for all the knowledge obtained from calculus classes: being able to understand Acerola's videos
@jm-alan
@jm-alan Жыл бұрын
The replay stats on various parts of this video are gonna go crazy and I love it
@lunaumbra5179
@lunaumbra5179 Жыл бұрын
As a UI programmer your videos have helped me understand more about graphics than any other. Well done chap
@sleepyghostmp3
@sleepyghostmp3 Жыл бұрын
Just wanna say that Hard to Explain by the Strokes is one of my favorite songs ever, thank u for that reference/reminder
@Acerola_t
@Acerola_t Жыл бұрын
they played it live when i saw them it was so good!
@sleepyghostmp3
@sleepyghostmp3 Жыл бұрын
@@Acerola_t That's awesome
@idedary
@idedary Жыл бұрын
Sine wave and all periodic stuff is extremely useful in a wide variety of applications, even if they are just a bit related to math. I always laugh when I see people make the classic "Another day without cosine" joke.
@thejinxedartist
@thejinxedartist Жыл бұрын
I do like this implementation of water, it looks quite natural and great at the same time, the approach I generally go for is just to take two noise textures and use procedural sampling so that it doesn't tile but I might start using a similar approach to this in the future. also i got a bit confused because I completely forgot about the water community post and was looking on your GitHub post processing effects for different tonemappers and saw the lens flares so yea lmao, still a great video and very informative
@Acerola_t
@Acerola_t Жыл бұрын
I tried to implement a decent lens flare for the video but it kinda just looked like shit so I cut it
@thejinxedartist
@thejinxedartist Жыл бұрын
@@Acerola_t yea i was a bit confused lmao, i thought it might have been like an early version or something, still a cool idea though
@syaoranli7869
@syaoranli7869 Жыл бұрын
I have been waiting for this video to come out! YEEEESSSSSS Thank you!!!!
@nicjolas
@nicjolas Жыл бұрын
IM SO HAPPY you have so many monogatari figures. bro thats my favorite anime of all time. bro just HAD to show them all off
@pelegsap
@pelegsap Жыл бұрын
Great video, just a small suggestion: when writing named functions in LaTeX (e.g. sin, cos, etc.), use "\[function name](x)" instead of just typing the name (e.g. "\sin(x)" instead of "sin(x)"). That way it won't be italized as in 14:25 (the math jumpscare), and would instead be typeset as a normal text.
@Acerola_t
@Acerola_t Жыл бұрын
yeah that is the literal one latex visual in which i forgot to use the \text for it, if you look at every single other one in the vid it looks correct lol
@pelegsap
@pelegsap Жыл бұрын
@@Acerola_t True! Sorry, didn't notice.
@JessWLStuart
@JessWLStuart Жыл бұрын
Only problem with the sound addition at 21:09 is of surf sounds. When on the ocean, you don't hear waves doing anything but hitting the side of your boat sometimes. Being on a beach sounds like the surf, but being a mile out to sea sounds a lot more quite since there is almost no sound (from water) of waves hitting things. You do hear the wind on when out on the sea, depending on the height of things on your ship.
@williammanning9323
@williammanning9323 Жыл бұрын
Speaking of sine waves, here's a neat graphics curve you can use: `sin(t * pi) ^ 0.15`. It quickly fades in and out at the outer edges near t=0 and t=1 respectively. Although I've seen weird numeric errors where when t=1, the output is not exactly 0.
@dotdotmod
@dotdotmod Жыл бұрын
The Junes music genuinely makes sponsors fun to listen to
@DamianReloaded
@DamianReloaded Жыл бұрын
The algorithm seems to have picked on me talking about caustics and reccomended me "VFX Artist Explains the HARDEST Visual Effect to Make" from corridor crew. I wouldn't mind at all a third video in this series about caustics to tight the knot.
@johnterpack3940
@johnterpack3940 Жыл бұрын
The sum-of-signs bit is also useful for terrain. Obviously, you don't animate terrain. But blending numerous waves from different directions creates interesting "random" terrain. The catch is that it takes a ton of trial and error to get it to look right.
@Acerola_t
@Acerola_t Жыл бұрын
it's useful for literally everything I just don't wanna say that because it will make every video I make from now on forever kind of boring
@SillyOrb
@SillyOrb Жыл бұрын
First and foremost: Beautiful results, excellent in-depth info, very entertaining and funny. Acerola continues to be one of the best graphics programming edutainment channels I know on YT. Looking forward to the follow-up video, but no pressure. We should be thankful to get these, so I am now considering signing up for Patreon, if there isn't a better (more direct) way to support these accessible, relevant and honestly simply good videos. On topic: A few years ago I created an ocean system for a game that was featuring a lot of water, both visually and mechanically. As pointed out, that Gerstner waves aren't that easy to control and that is a very good point and the reason I chose to not use them. If you need a lot of game design control over water, I found that simple and small look-up textures did the trick. Artists set up simple animation curves in the editor along with additional parameters (calm vs. stormy water looks very different, so you want different contributions from different frequency bands), which were then baked on start-up and evaluated in simulation steps on the CPU and GPU respectively. So, artists could shape waves to look like Gerstner or any other type of non-overlapping wave. They could also have multiple peaks at different heights etc. Amplitudes were controllable locally, as it was just another runtime simulation parameter, so it was easier to control the chaotic patterns when the situation demanded it. You don't want players to be frustrated, because they got unlucky with an extreme trough and couldn't reach a safe spot in time. The solution was very fast on last generation hardware and its synchronous but independent implementation meant that no data beyond basic control parameters needed to be transferred between processors. The GPU computed a height map (there was more than just waves that shaped the water) for rendering and the CPU simply computed samples on demand when queried by gameplay systems, so no height map was required (we also had orders of magnitude fewer queries than the sample count required to compute such a map).
@Wishbone_Games
@Wishbone_Games Жыл бұрын
Im just sitting here nodding at the screen as if i have any idea of whats going on, loved the video btw
@shadow_blader192
@shadow_blader192 Жыл бұрын
Now you need to turn it to the wine.
@Agent9
@Agent9 Жыл бұрын
After the opening of this video and seeing all the monogatari figures, I can finally understand why your title screens always remind me of that show! It was inspired by it!
@bytezero3818
@bytezero3818 Жыл бұрын
Holy shit, the amount of information is incredible, also i love how you actually manage to keep my adhs-ruined attention span
@freevbucks8019
@freevbucks8019 Жыл бұрын
14:00 - You also need to sample the collision points at least 3 times to get an accurate surface function for the CPU. It was honestly really simple once I got hang of it.
@voon7820
@voon7820 Жыл бұрын
Wow, expertly breakdown the details to the most basic component. Great video!
@thespinningcube
@thespinningcube Жыл бұрын
And then there’s the _other_ other reflection technique for water used in older games which is just to duplicate all the geometry above the water, mirror it vertically around the water plane to form the mirror image, and make sure the water is partially transparent so the reflection can be seen from above. And then maybe add some distortion effects to the mirrored vertices or something.
@Acerola_t
@Acerola_t Жыл бұрын
this is no longer a valid solution in the current day
@icesentry
@icesentry Жыл бұрын
Are you planning on covering refractions and depth effect in a future video? It would be really nice followup
@Acerola_t
@Acerola_t Жыл бұрын
in an ideal world i will inevitably cover every topic ever but whether that's within your preferred range of time is another thing
@icesentry
@icesentry Жыл бұрын
@@Acerola_t lol, yeah that's fair. Depth based stuff is pretty easy, but refraction would definitely take a while.
@saikousocial
@saikousocial Жыл бұрын
Another classic areola banger.
@gfhfhgfhfgh1562
@gfhfhgfhfgh1562 Жыл бұрын
I don't understand the fancy letters and maths but it's close enough to a monogatari episode for me to watch
@stradius
@stradius Жыл бұрын
Having watched a lot of your videos back to back, it's pretty apparent how good you've gotten with pacing and delivering just enough information to explain concepts without getting lost in the details. Awesome work as always, looking forward to the next one! You did raise a good question that I've never seen a satisfying answer for: why DO games include a bunch of post-processing effects that a lot of people always turn off? Are those people in the minority? Are the effects often just not done well? Is it mostly for consoles/lower-end hardware where lower framerates need more fancy effects to compensate?
@Acerola_t
@Acerola_t Жыл бұрын
gamers only notice when they look bad and don't have the knowledge to identify the effect when it looks good
@dmnkb
@dmnkb Жыл бұрын
I really appreciate the quality of content that you produce! I can't remember having ever had such good, yet fun explanation on any topic!
@GreenClover0
@GreenClover0 Жыл бұрын
16:50 thank God it isn't just me that thinks about this! :D
@ivankonishi7979
@ivankonishi7979 Жыл бұрын
Just wanna point out that the background tracks are gold
@sujalgvs987
@sujalgvs987 Жыл бұрын
I've been learning opengl recently and i wrote my own code for a wave, but it was just one sine wave, and the vertices were...cubes. And i was computing the position in the cpu. Never thought i should do it in the gpu, that's brilliant. Thanks aceroler
@1ogic948
@1ogic948 Жыл бұрын
I audibly cheered at the introduction of calculus in this video.
@_rogolop
@_rogolop Жыл бұрын
Some beautiful subsurface scattering will probably bring this closer to sea of thieves in close range than solving the periodicity problem
@Dominik-K
@Dominik-K Жыл бұрын
Love the video, great topic. Would love to see more water and PBR rendering topics
@doce3609
@doce3609 Жыл бұрын
It is always nice when a new Acreola Video rolls out
@ezekiasound
@ezekiasound 2 ай бұрын
love the monogatori references
@leonstansfield
@leonstansfield Жыл бұрын
New favourite acerola video. One day I will be epic like you!
@grunglr
@grunglr Жыл бұрын
BABE WAKE UP NEW ACEROLA VIDEO JUST DROPPED
@mrbonono2951
@mrbonono2951 Жыл бұрын
A video on fast Fourier transform would be awesome. Thanks for another amazing video acerola!
@PG13park
@PG13park Жыл бұрын
I love the “like next video” at the end
@Ithenos
@Ithenos Жыл бұрын
Just wanted to say that I adore your videos. They're wonderful.
@filmwright7188
@filmwright7188 Жыл бұрын
i hope you realise that for a lot of us half of the video goes straight over our heads, but don't simplify it, I like being confused. The parts of the video i do understand are great too
@PrivateLZG
@PrivateLZG Жыл бұрын
Now make a 3D synthesizer that takes most of the possible waveforms on the surface on a chunk of water and plays them at the same time. Perfect noise generator :)
@NunSuperior
@NunSuperior Жыл бұрын
Sea of Thieves and Assassin's Creed 4 : The Pirate One both have amaaaazing water.
@Acerola_t
@Acerola_t Жыл бұрын
they both use the same technique!
@keken8
@keken8 Жыл бұрын
Missed opportunity to call the title "Turning sine into water"
@DeanEdis
@DeanEdis Жыл бұрын
One of the best explanations I’ve ever seen. Thanks!
@wilsonwilson3674
@wilsonwilson3674 Жыл бұрын
The madlad casually dropping his entire Monogatari figure collection, based as hell.
@VetNovice
@VetNovice Жыл бұрын
Nice haircut, just as fresh as your water. Those specular highlights.
@vicentetarabelli
@vicentetarabelli Жыл бұрын
This is just what I needed for my RTS, only don't need the render, just the waves. It's an aether map, some gameplay stuff, so I'll need to figure out how to get back the data to the cpu eventually. Thank you very mucho!!
@TheRealGameCompany
@TheRealGameCompany Жыл бұрын
The water looked more like a cloud for a long time but that wavecount is awesome and wow thats a lot stuff that isnt water to make water but no transparency😥 and i dont know why you didnt base your calculations off of other shaders or talk about them to give it more understandability But now i know how a water can be made and my brain likey very much so thank you for the very cool video
@Acerola_t
@Acerola_t Жыл бұрын
it's really hard to make transparent water look good, but you can apply the concepts from the smoke video to the water in the same way since water is also volumetric. This video is just about the basic water rendering methods.
@thespinningcube
@thespinningcube Жыл бұрын
The water volume is simple enough that the volumetric absorption can be approximated relatively convincingly by just take the entire distance the light travels and use a decaying exponential to figure out how much light made it from the ground all the way to the surface.
@ibotje1
@ibotje1 Жыл бұрын
I really hope you'll teach us a little bit about the system sea of thieves uses. since i'm very curious to find out how they achieved such good looking water. And you have a great way of explaining these concepts and formulas, as well as visualizing every step to make it easy to follow for people who lack Graphics programming skills.
@wacawaca1183
@wacawaca1183 Жыл бұрын
I remember a moment when i first played NFS Porsche and thought to myself that there wont be more realistic graphics on the time of my life. And then Morrowind come out
@Acerola_t
@Acerola_t Жыл бұрын
me playing kingdom hearts at 5 years old: wow this is the best a video game is going to look ever
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