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Plan for next video(s)

🕑 Added 2023-06-08 04:58:47 +0000 UTC

Comments

Acerola

I probably won't end up doing any real extinction stuff for the water since I want it to be as real time as possible, but maybe if I stumble on a cool enough paper. The LUT idea is really cool!

Xaymar

Wasn't aware games were using FFTs for ocean waves, now I'm looking forward to seeing what this ends up as. Are you also looking into simulating proper color extinction for water transparency? I find that a lot of (game) developers tend to forget that water isn't a solid, so there's usually a massive disconnect between above and below surface.Especially when you live near the coast, where water is in multiple directions within walking distance, game water doesn't really look great. In my own Unreal Engine based games, I currently use a 1 dimensional LUT, where the index is the depth in meters. It allows for really precise fine tuning, and this 1 dimensional LUT can even be used for the fog that is applied underwater.

Yakvi

Julian Baumgartner at https://www.youtube.com/@BaumgartnerRestoration has this episodic approach for complex projects: He records the whole thing, preps it into 20-minute chunks, and releases them on weekly basis. He also posts patron-only "Epilogue" videos where he answers patrons questions. Works very well, if you ask me :)


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