DaemonGrin Posted January 22, 2013 Share Posted January 22, 2013 Hi everyone again! I am wanting to create an underwater promenade for my mod but was curious how I set it up so you see out of a window that is underwater and make the water look to have depth of field like its out in the middle of an ocean. Thanks! Link to comment Share on other sites More sharing options...
Xaranth Posted January 22, 2013 Share Posted January 22, 2013 I honestly don't know, but Rancho Villa does something almost like what you want to do. Investigating that is a good start (Rancho Villa somehow fakes the weather out so that the thing is outdoors but weather mods don't rain inside, which is a REALLY FREAKING CLEVER hack. Link to comment Share on other sites More sharing options...
DaemonGrin Posted January 23, 2013 Author Share Posted January 23, 2013 I honestly don't know, but Rancho Villa does something almost like what you want to do. Investigating that is a good start (Rancho Villa somehow fakes the weather out so that the thing is outdoors but weather mods don't rain inside, which is a REALLY FREAKING CLEVER hack. Wow I was actually looking for that mod for awhile but couldn't remember for the life of me the name! Been playing around with repglass and Vwindow01 statics however I noticed the Vwindow01 static cuts meshes on either side of it. RepGlass I would love to use but the shape throws me off need to figure out a creative solution because there are only 2 architecture pieces that use it and they are not effective for a promenade open space. As for the water I was thinking I saw in another post about making an aquarium with vanilla meshes in Geck the water being HVwaterR. Still no clue why Vwindow01 cuts meshes when I pan around it. Link to comment Share on other sites More sharing options...
Xaranth Posted January 23, 2013 Share Posted January 23, 2013 If it's aligned perfectly with the edge of a mesh, you'll see both meshes 'flicker' on and off as the camera changes positions. Try setting it a bit off from the edge, maybe one unit, and I think it'll go away. Also some of the vault window pieces already have glass and some don't, so you might be overlapping with an extant window. Link to comment Share on other sites More sharing options...
DaemonGrin Posted January 24, 2013 Author Share Posted January 24, 2013 If it's aligned perfectly with the edge of a mesh, you'll see both meshes 'flicker' on and off as the camera changes positions. Try setting it a bit off from the edge, maybe one unit, and I think it'll go away. Also some of the vault window pieces already have glass and some don't, so you might be overlapping with an extant window. I dunno why it just hated that static I was trying to frame it up with found a better one and it works just fine no slicing. Playing around with the water what is the importance of refraction? would it have any affect if you are looking out of a submerged window?Thanks! Link to comment Share on other sites More sharing options...
trilioth Posted January 25, 2013 Share Posted January 25, 2013 Refraction seems to only be seen from outside the water, if one can see part of an object out of the water, above the water's surface and in the water--like this. I have never seen this in a game render or any 3D render that I recall. Link to comment Share on other sites More sharing options...
DaemonGrin Posted January 25, 2013 Author Share Posted January 25, 2013 Refraction seems to only be seen from outside the water, if one can see part of an object out of the water, above the water's surface and in the water--like this. I have never seen this in a game render or any 3D render that I recall. Ahh ok so it won't really have an effect if you are under the surface already cool I had built a cell using a lot of underwater cliffs and built the interior into the side of it looking like a massive trench before even thinking about refraction was not looking forward to linking each piece. Thanks! Link to comment Share on other sites More sharing options...
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