Collision detection (huh?)

Started by Dune, October 29, 2020, 04:35:52 AM

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Dune

Not really of course, but using the mask for the rocks as a warper (over Y) for the waves, there's a slight disturbance at the rocks' edges. And the same mask also masked in the foam. That was what this endevour was all about.

Your sandshader was nice to use for the seafloor, WAS.

DocCharly65

#1
WOW!

...nothing elso to comment... ;)
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...looked again...

The wave texturing of the sand looks awesome. And the rocks have an extraordinary shape that fits the scene perfectly!

WAS

This is pretty ingenious. I really love Y warping surfaces for some variations and this is perfect for water. It does look like the rippling confirming shapes you would see around rocks protruding from the surf.

DMFW

Really nice work. I love the shadows of the fish on the sand.

Dune

#4
I didn't even warp the sand ripples along with the water, but just masked them out by the same rock bases. I could...

For those who want to know; the rocks are a soft perlin mask, displaced up 1m, then a compute normal and XYZ shader, then lateral and some normal displacement by a voronoi billow (reduced Y scale to 0.2). Basic stone mask also masks its colors. With color adjusts you can adjust hardness of the basic mask where needed.

Jo Kariboo

Very beautiful beach, I particularly like the waves of sand underwater!