I'm playing an ocarina of time rom hack and anyways I had an idea for a different ocarina of time rom hack where it's just a giant water park or perhaps just the lazy river. Like, what if there was a lazy river, and it went around in loops in a cave, and whoops it also has a few waterfalls. And that's it! Just a little lazy river cave for you to explore and drink in the vibes.
and maybe also one of those novelty water park ice cream stands were the ice cream is a bunch of tiny spheres for some reason
I saw this as I was trying to fall asleep last night
Imagine standing on the middle of that rickety bridge, holding on to the sharp slimy metal for dear life as your mind gives way to the deafening roar of the waterfall felt through your entire body and you experience the most sympathetic nervous system activation you've ever felt in your entire life.
I forgot to post these earlier, but I drew some more pictures last night
I made a thing that creates flow maps from curves, and then got a little carried away. #blender #geometrynodes
Getting the water to look right with blender's material system is shaping up to be a bit of a challenge. I figure I'll bake the actual flow map out to a texture so I can use it to distort and animate whatever texture I end up using for the water. I'm probably going to end up just using vertex colors for lighting and just use eevee to blend everything together, since the actual lighting system is too ham fisted for this.
that or I might build my own vertex lighting system with geometry nodes and just use vertex painting to make corrections
@aeva are you making an interactive scene or just rendering?
@efi I'm just experimenting right now. I'm aiming to build out a full map in Blender, and then eventually make it into an interactive prototype, so I'm trying to think about this all in terms of the water's appearance being a gameplay signifier.
@aeva then maybe you should do the shaders in Godot, not because it's a better result, but because it's easier to understand what the fuck you're doing when you can just plug in a PNG or type COLOR = vec4(UV, 0.0, 1.0);
and see it instead of blender's arcana
@efi I'm considering using godot for the early interactive prototype, but I want to do as much as possible in blender to keep iteration time fast and make it easier to migrate to a custom engine later on
@aeva fair, but im saying shaders feel easier to iterate on godot for me, and they're easy to port to glsl at least
@efi makes sense. i'll look into it