i’m using the WaterFilter and it looks really great. But my problem is that transparent objects always disappear if they are in front of the water. See the screens:
Transparency by principle requires objects to be rendered back to front. By rendering the water first you alleviate that issue.
Actually … If you do it this way, then you won’t see any objects under water. I guess we will need to render the scene in two passes and use that camera clip plane thing, first you render underwater objects, then you render water, then you render objects above water.
thanks for the feedback and yes i had to disable the depth write because in each other case there was a strange behavior while rendering the translucent objects. Follow the link to see the discussion.
This issue can be fixed by rendering the water before the transparent white stuff … We are actually working on a similar thing for the shadow filter as well
Momoko_Fan said:
This issue can be fixed by rendering the water before the transparent white stuff ... We are actually working on a similar thing for the shadow filter as well
Hm, I can't find access to the water-geometry. How can I do that?
the transparency issues are gone. Very good work. But now I have a new problem.
I’ve build the filter-stack in my postProcessor like you mentioned WaterFilter/TranslucentFilter. I had the issue that I can’t see the particles on the water, so I put them into the translucent-stack, too. Now the particles are not readjusting there facing properly when I move the camera. When I remove the WaterFilter the particle-facing is correctly adjusted
greetz
ceiphren
edit: The facing of the particles is correct, when I move the camera along the x and z-axis. If I lower or raise the camera then it’s making mistakes.