As you can see in a snapshot of my game, the part of the character that was soaked in water appears to be cut in half.
Can you give me an idea on how to make it look like in real life when objects are soaked in water?
My current water effect WIP. Notice the clipping where the part of the character is soaked in water.
Here is how objects in real life appear when soaked in water
Real life objects displace the water and cause a ever so slight raised ridge that looks less abrupt than your game example.
In your screen shot the two meshes are intersecting, there is no displacement happening.
With a ripple effect - this real life displacement might not be needed. Do you have a ripple effect you are planning to add?
Might be there is a shader somewhere that can fake this displacement look but I don’t know where that would be.
If I were tasked with faking this in 3D, on the water mesh I would create a soft selected mesh selection that is parented to the location of the character. This soft selected area on the water mesh would be tessellated to provide more mesh detail to be used in the displacement effect. Then I would probably create an animated alpha texture that matches the walking movement of the characters movement, or parent colliders to the characters legs that drive the tessellation of the water mesh. The alpha texture process would be used as a displacement driver to displace the water mesh as the character walked through it and the colliders would tessellate the mesh as the character walks adding geometry to the mesh only where the character walks, and reducing mesh density after the character has passed. The animated texture would be ‘parented’ to the walk animation cycle so the displacement would happen in sync with the character walking, and the colliders would simply create the tessellation as the character walked.
The animated tessellation and de-tessellation of the mesh would keep the mesh density managable by only tessellating the mesh where the character moves.
Commonly in a game - a similar ‘effect’ is created by making a shader that causes ripples on the surface or as a animated decal to overlay on top of the water. The characters has a collider attached to him - when the character walks into the water the shader ‘happens’ and causes the water mesh to displace or causes the shader to make it look like the water is displacing - by making ripples.
The best example I can think of from memory is probably The Last of Us, though there are probably better, more recent examples I’m not familiar with.
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Thanks for the input. I’ll tinker with it on my next day-off.