QuoteI created a wavy water surface and then tried to create foam patterns where they belong.
Yes, that's why I use the wave fractal's colour noise as the blending form to the foam, to keep it where the turbulence appears. At less displaced wave heights I increased the blending colour offset, this leaves the foam to expand and then dissipate over the flatter areas, as it would in life.
The trouble I am having is that the two noises do not warp in the same manner when the foam scales are so much smaller than the wave scales but, this leaves the impression that the foam is warping as a separate, independant surface to the waves. It leaves clear foam texture patterns that don't seem to fit the wave fractal(even when the same seed is used, because of the differing scales).
I've an inkling that using an independent warp shader(with a duplicated wave function, as the warper, with the same warp values as the wave function) on the foam then, warping the foam itself would be unnecessary. I'd need to make the foam's lead-in scale to a size smaller than the wave's smallest scale(small enough to disguise the foam pattern visibility, that is). The trouble with this is, jaggy noise from the tiny foam scales.
I've a couple of other approaches in mind, as well. I'll keep this posted...