Water flowing down a slope?

TFBotEnthusiast

L1: Registered
Apr 30, 2020
13
0
I don't know how to do this, do I use waterfalls?
 

Pinsplash

bad bad bad
May 8, 2016
156
71
if you want to get something that looks half decent, you have no option but to create a waterfall models and do extended shader magic with your materials to blend everything together.
wait what? what does that look like?
 

fubarFX

The "raw" in "nodraw"
aa
Jun 1, 2009
1,720
1,978
wait what? what does that look like?
You can see examples in koth_occult and pl_effigy. Not to brag but they're pretty much the best flowing water in the game.

To elaborate on my previous comment, shader magic refers mostly to the use of unlitTwoTextures where one texture can be used to fade the other one in. This is very good to fade in waves/ripples/foam. The way unlitTwoTextures works is you can get your main texture scrolling with a mask texture that does not scroll.
If you're going for complex geometry, you'd need to have a second layer to your model with the refract shader to act as your base. (this essentially mimics normal water textures)

Why not just displacements then? Well, modeling is crucial because you get greater control over the UV mapping and can accommodate more complex geometry. Your texture by itself will scroll at a linear rate, meaning it will be very difficult to make it look like the water is accelerating near slopes. With UV mapping, How much you stretch your texture in the unwrap will control how fast your water appears to be moving.

If you still need your water to have water properties, you can get that with invisible func_waters, those can be slanted and be pretty much of any shape.
 

TFBotEnthusiast

L1: Registered
Apr 30, 2020
13
0
I decided to use non-colliding func_conveyors above my water with a waterfall texture
It doesn't look pretty but it does the job
 

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