Link: Subsurface Scatterings – Texture-Driven Water

Link -> Texture-Driven Water by Subsurface Scatterings


I’m a simple man – I like creating big effects using a minimal amount of processing power. Sure, you can go and make something look “Industrial Light & Sound”-level good, but sometimes simple is better, depending on your situation. And one thing that’s gotten better and easier with age is Water Effects.

I came across Adeniran Moses Adeagbo Jr‘s blog while looking up some water normal maps, and his demo for Texture-Driven Water, where, not only does he utilize normal maps for creating some nice looking water (which, for most engines, is child’s play), but he pulls out a bit of refraction and Schlick’s Approximation to really get some great reflections out of it.

As a fellow Jerseyan, I gotta show some recognition for what this dude is doing. So, please, check out his site for some great tutorials.

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