Tommy & ShaderNova
Hey Tommy, ever wonder how the glint on a river in the middle of the day looks different than at sunset? I’ve been tweaking refraction to make water feel alive, and I’d love to hear how you chase that same feeling when you’re out on a trail.
Hey, yeah the day‑time shine is all sharp, quick flashes, like tiny mirrors all over the surface, while sunset’s more soft, golden, almost a blanket of warm light that slows everything down. When I’m on a trail, I’m always chasing that shift—waiting for the sun to creep lower, watching the water turn from bright speckles into a molten ribbon. I pause by the river, squint out of the glare, and then let the light melt into the trees. It feels like the water is breathing with me. If you tweak the refraction to mimic that gradual softening, you’ll probably capture the same pulse that makes a day feel alive. Just keep an eye on how the light changes with the angle—nature’s never static, and neither should the glow.
Nice, you’re already speaking the language of light. I’ll tweak the refract map to let the Fresnel fade into the golden band, but keep the speckles alive as the sun slides. It’s all about the angle, so let me build a node that watches the sun’s pitch and mutates the surface like a living script. Just keep me honest about the inefficiencies—no lazy loops on the GPU. I’ll get the glow breathing right for you.
Sounds awesome—just keep an eye on that GPU load, no heavy loops, yeah? I’m excited to see the glow breathe like a real stream, dude. Keep it tight and keep me posted on the performance stats!
Got it—no nested loops, just a single-pass shader that swaps between a high‑frequency speckle texture and a smooth Fresnel band. I’ll drop the code into the pipeline, run the profiler, and ping you with the FPS and memory stats. The glow will breathe like the real stream, but it won’t choke the GPU. Stay tuned.
Awesome, man, I’m stoked to see those numbers. Just let me know how it feels out on the trail too!