HW F.6 – Hannah
I completed rendering moving water reflecting my skybox texture. I had a couple of frustrations during this development. First, my water was just showing up black for a while, and I couldn’t figure out why. It turned out when I was trying to pass on my texcoord out to ftexcoord, I was passing ftexcoord. Silly me! Once I figured out that silly mistake, my water had the noise texturing to it, but it was very, very blue, so it looked as though it wasn’t reflecting. But my shader exactly matched Chris’s from the video (I studied it several times). I tried just shading by the reflected result instead of multiplying by the albedo, which I had set to blue (0.0, 0.0, 1.0), and then it looked like water and it actually reflected my skybox. It turned out that having the original albedo so blue and multiplying by an almost white value from reflecting the skybox resulted in it staying very blue. So it was reflecting, but my base albedo wasn’t effective for my purpose. As a result, I left it without a base albedo, and it looks like water!
With my water, I had to think of a reasonable way to add it to my football field scene. Chris suggested a pool of blood. I heavily considered it (I thought about it day and night for several minutes), but I decided to keep my scene PG. As such, I brainstormed a little while longer and realized that football players take ice baths after practice! So I decided to add my water in a kitty pool on the side of the field, which is really an ice bath for the players. Here are some pictures of my water from a couple different angles, and my video is below.
Here is my video demonstrating my water. It is pretty funny if I do say so myself.