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File: iheartearlycgwater.png (1.48 MB, 900x1125)
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I assume it's some height map displacement fuckery combined with some sort of material something, but none of my attempts to recreate it have proved fruitful. No tutorials on it either, which sucks. What am I missing here?
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>>1000646
What if i told you the water isn’t real and it’s all sfx from adobe photoshop.
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>>1000653
Wait shit, really? How do you make it then?
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File: img-2024-11-02-07-13-43.png (134 KB, 1131x680)
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>>1000646
>What am I missing here?
you are missing...dare i say, SOVL...
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>>1000656
>wanting le art to look how you want is le sovl
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it's a reflection on a bumpy surface
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>>1000646
I might give it a try tomorrow and report back
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OP update:

Now I'm highly doubtful this is the same method used, but using a glossy shader on a heightmapped plane gives a similar look.
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>>1000680
That's most likely how the same method. It's one I learned a long time ago. Just watching a random video about gameplay textures.(you know how it is. Going down the youtube rabbit hole)
I forgot about it until just now reading your post. But yeah, I'm pretty sure that's how it's done.

Well actually I believe it's two titled textures. When displaced, they disguise each others tiling, appearing random. Something like that. Scrolling is involved. You have to scroll the texture to make it look like it's moving.
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>>1000646
>shaders you can hear
My old Radeon had a hard time rendering that but it was worth the fps hit
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>>1000646
perlin noise as a bump map, or 2 perlin noises as the red and green of a normal map
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>>1000677
This is the correct answer. Spherical panorama mapped to spherical coordinats (same map as skybox/skydome) used as a reflection map, then the normals are perturbed by noise using legacy 'bump mapping' but you can use regular normal mapping today and it'll look even better.



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