Phew, this water code is definitely more in-depth and myriad than a small add-in. Seems as if there has to be a separate shader created for reflection/refractions when rendering to texture, which takes into account a clipping plane.
Other than that busy work, capstone was mainly integration of things such as a totem pole for large state change cube pillars (taking the cube, making it invisible, and making a stand-in mesh around the pieces) and matinee skipping that requires a held input. It required some level blueprinting, but I got a similar thing to work for the cinematic.
Man, busy-work can definitely be unrewarding in terms of visuals. Here's a totem pole for your thoughts!
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