At the moment I’m cheating and rendering it in max but eventually it will be exported with lightmaps and normalmaps to a 3d engine a friend of mine has coded. There he/we will add a pixelshader for the water that will feature reflection, refraction and a nice noise map (I asume hehe). The faked volumetric lighting shouldn’t be a problem either since it’s just a gradient that will be tagged as additive in-engine. Not sure if he wants to do it but he could probably code a proper volumetric light if I begged him…
Apart from the antialiasing and the texture filtering, it’s not too far from how it will look in-engine. I hope. I’m going to exprot it for him to play with this week and hopefully I’ll be able to post some screenshots later on.




