Planetside Software Forums

General => Image Sharing => Topic started by: Dune on October 29, 2020, 04:35:52 AM

Title: Collision detection (huh?)
Post by: Dune on October 29, 2020, 04:35:52 AM
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.
Title: Re: Collision detection (huh?)
Post by: DocCharly65 on October 29, 2020, 05:11:49 AM
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!
Title: Re: Collision detection (huh?)
Post by: WAS on October 29, 2020, 01:47:39 PM
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.
Title: Re: Collision detection (huh?)
Post by: DMFW on October 29, 2020, 02:21:41 PM
Really nice work. I love the shadows of the fish on the sand.
Title: Re: Collision detection (huh?)
Post by: Dune on October 30, 2020, 03:07:25 AM
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.
Title: Re: Collision detection (huh?)
Post by: Jo Kariboo on October 31, 2020, 09:28:30 PM
Very beautiful beach, I particularly like the waves of sand underwater!