I'm currently stumped with adding dynamic water that sloshes around in a jar while you move. What I want to do (and from what I can tell from what
Valve did in L4D2 and TF2) is
duplicate the inside of the jar (Click the links to the left for two examples) and have the top of the surface of the duplicate utilize a very low normal and reflection map to simulate water. I don't want the water to look rigid and bumpy, but instead I'd like to very lightly simulate ripples. I'll then add jiggle bones to it and have it so it moves based on how the player moves the jar.
I've been doing a lot of research on jiggle bones and how water works but it's a little esoteric.
When I submit this model to Valve for TF2, I'll have to set up a
DuDv map for them to simulate the waters refraction.
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