Hi.
I want to make a scene of seashore and white sea spray.
To do this I used surface shader and 'Favour rises' effect.
C & C are welcomed.
Great attempt - the thumbnail looks superb, but there seems to be too much noise in the foam displacement. I *love* your wetline!
Nice. It seems there are a few different approaches to the elusive seafoam here recently. This is a good, straightforward attempt that, with some tweaking here and there could be very functional for shorelines, well done.
My own seafoam .tgd is done and dusted just now and waiting on another couple of projects being added to the collection. I'll upload my vol.3 of my free Public Library as soon as it's complete.
For preview images of the seafoam(it's almost exactly like the image except I've edited decay distance/transparency slightly and checked the 'microvertex jittering' box for the finished file) and the cave project, you can look on page 2 here... http://forums.planetside.co.uk/index.php?topic=4922.0
Not sure about the foam but what I like here is the shore area. I don't know exactly how you did that but it looks effectively like water has washed up onto the shore and hence it's still wet.
Thanks EoinArmstrong.
Thanks dandelO.
Your approach using volumetric clouds is very interesting!
Thanks efflux.
The approach I used to make wet shore is simple.
1. Painting the area with painted shader.
2. Add surface layer and check the checkbox 'Blend by shader' then assign painted shader.
3. Add Water shader as Child Layer(of surface layer).
agree with Eoin!
Is there a tutorial anywhere that details how to make the seafoam? I've been trial-and-error-ing for ages with nothing
Really interesting seafoam. I love the wet sand!
The foam looks great. Can you tell me the trick ?
I've seen sea foam/ wave crests done using the cloud shader. It works well with the right settings.
I'm sorry for late reply.
Thanks for the comments.
softhunterdevil, I posted .tgd file to File Sharing Forum.http://forums.planetside.co.uk/index.php?topic=7701.0
I'm glad if this is usuful.