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Anonymous at Sun, 15 May 2022 20:18:27 UTC No. 897375
How would you make camera transition while submerging under water in realtime game engine?
Anonymous at Sun, 15 May 2022 20:38:03 UTC No. 897377
>>897375
Most games never bother with it and have the camera either be above or bellow , only able to go so close to the surface
before getting stuck in the up-down direction and do a slight teleport underneath once player dives.
GTAV is a game I know off the top of my head does it this way.
I've only seen camera transitions like your pic related in unreal/unity demos. They seem to be using post effect filters on the camera
that draws a blurry line along the geometric intersect of the water surface and renders dense fog on the other side for the underwater look.
Anonymous at Sun, 15 May 2022 23:45:20 UTC No. 897410
>>897375
screen fx
Anonymous at Tue, 17 May 2022 14:04:47 UTC No. 897793
>>897375
Would anybody care or notice?
Anonymous at Tue, 17 May 2022 18:44:48 UTC No. 897843
yeah have you underwater camera weith the underwater effects, and you above camera both bound together. The underwater camera is masked. As the cameras pass under the water the mask lifts up revealing your underwater camera's view and masking the above water view. Add a graphic at the line of transition to make it look nicer
Anonymous at Tue, 17 May 2022 20:13:47 UTC No. 897850
>>897843
Not Op, but that makes sense. You happen to know what kind of function they use to feed the shader information about the geometric intersect with the view-frustum and the surface of the water?
Anonymous at Tue, 17 May 2022 20:42:09 UTC No. 897854
>>897850
I would just offset a screen space mask on the cameras based on their procimity to the top of the water, and have some water tension type graphic move along with the seam. I wouldn't try and communicate with shaders at all. I know that's what the cool kids do but I don't want to be cool.
Anonymous at Tue, 17 May 2022 22:14:34 UTC No. 897868
>>897375
Dying light 1 and 2 do it.