Testing some foam (warped Voronoi). Never mind the temporary rocks.
Fantastic!
wow!
Great!
Some of the nicest foam I've seen. Is that your alternate way of making water?
Looks really good in some places, Ulco. But not so good in others. But I am betting you will get it working just like you want. Looks like your almost there now.
Excellent!!! Very convincing foam!
S-o-o much better than the foam I came up with last year. It looked like smeary chalk lines drawn by a drunkard
No, Bob, it's not my alternative way of making water, just the foam I was experimenting with. Like I said; take a few sizes (0.3, 0.5, 0.8) of Voronoi (use get position in texture as input), mix these (merge shader), invert by color adjust shader (shift the sliders a bit to get best results) and warp by a quite smallscale (0.4, 2, 0.05) ridged fractal as input for vector displacement shader. Use that to blend foam (plain white surface shader, coverage decreased if you want it simple) after the water shader.
A small problem with this iteration is the foam remains on the rock sides; the height should be warped. The line is now too straight. Back to work.
Looking great! :) If you get rid of the straight line you mention it will look even better!
Inspiring work Dune!
By the way; there is something I know, but don't understand. Can anyone shine a light on this phenomena? Switch between the two surface layers in this example. If you use the fractal as blender the water is water plus the white 'foam', if you use the white of the fractal as a child, the water turns black. Huh?
That latest iteration is not bad at all when you think for a brief moment after the water recedes, it leaves a trace of foam that quickly vanishes ...just using my imagination.
That was the idea.
Quote from: Dune on January 12, 2013, 12:32:39 PM
By the way; there is something I know, but don't understand. Can anyone shine a light on this phenomena? Switch between the two surface layers in this example. If you use the fractal as blender the water is water plus the white 'foam', if you use the white of the fractal as a child, the water turns black. Huh?
I guess you have figured it out in the meantime or maybe it was a joke anyway....
So,just in case,here are my two cents:
Using the Power Fractal as a child means anything that is covered by the Surface
Layer will be filled by its child also and since the SL is not masked or blended it
covers anything and so does its child.There was only one of the color checkboxes
ticked,though,but TG seems to interpret that as nothing and nothing will be
rendered as pure black,whereas the color black would be a dark (noisy) gray.
When the PF is connected to the SL black or nothing gets interpreted as
transparent,just like with opacity,and thus the water shines through.
I hope that makes sense to you and excuse my lay way.
Sounds reasonable (and it wasn't a joke), but if you overlay a one color fractal over another, the underlying colors aren't blackened, so why would it with the water shader?
I don't know,maybe it has to do with the inner workings of the Surface Layer node.
Let's hope for some words of wisdom from Matt.
Just super foam and water. You guys just amaze me with your talent.
Thanks.
I made an ancient fire beakon to complement this 'Homecoming'.
very nice! I like how the foam is dripping off, or crawling up the stones!
Excellent work!
The first of these last two images are so nice. The light, reflections and foam blend this composition beautifully.
Best TG2 foam I've seen by a country mile.
very nice foam. the best so far :)
Shiver me timbers and blistering barnacles!
That foam is astonishingly good!!
:)
Very nice again !!! The two last one have a beautifull sky, light and foam.
Thanks guys. Otakar (Jake) asked me about the problem of using terrain elevation for foam distribution, which was partly handled at the fuze, but here's a quick setup of the basics. You can use the blue nodes to convert the displacement of the perlin terrain (you can add a Y height to shift the foam to and from the coast), and/or use the distribution shader as a blender for the surface shader to get the foam restricted to the highest waves.
Wow... :o
I think this need to be a perminent feature in the water shader.
(Like fake foam was a feature in terragen 0.9 )
This looks really damned good!!
It does look really good. I have a water rendor I abandoned some time back. I'd like to apply this information and see what happens
Thanks for the capture! Much appreciated.
looks good ulco