Here is the pattern I used in my "Alien earth" image to separate the land from the water.
It's quite some node jungle, and I don't really understand all the stuff inside, but it's quite cool for sea foam or other bizarre uses. ;)
Just go to the transform shader at the end to adjust the size you need.
Credits go to
dandelO, who originally made it for cracks.
I guess it's the one with 4 rows of voronoi. Too bad some lines don't warp.
Quote from: Dune on August 14, 2019, 09:47:13 AMI guess it's the one with 4 rows of voronoi. Too bad some lines don't warp.
I have an idea about that. I wonder if you could stretch the Voronoi on Y with a large enough factor (e.g. 100) that it becomes
almost 2D. Then I think it would warp more predictably. But I have not tried it on this particular setup so I'm not sure.
I just played a bit with it and set the displacement value of the power fractal (there's only one PF) that's responsible for the warping from 40 to 2000.
There are still some straight lines, but it looks a bit more like sea foam.
Very similar to my Planetoid Faults shader (more for canyons/faults/cracks). I'll share it eventually with revised craters.
Thanks for the share!
Quote from: Hannes on August 14, 2019, 09:07:21 AMHere is the pattern I used in my "Alien earth" image to separate the land from the water.
It's quite some node jungle, and I don't really understand all the stuff inside, but it's quite cool for sea foam or other bizarre uses. ;)
Just go to the transform shader at the end to adjust the size you need.
Credits go to dandelO, who originally made it for cracks.
great re-engineering of this, I have it but it never crossed my mind...well done Hannes!
Quote from: Hannes on August 14, 2019, 12:11:50 PMI just played a bit with it and set the displacement value of the power fractal (there's only one PF) that's responsible for the warping from 40 to 2000.
There are still some straight lines, but it looks a bit more like sea foam.
I good base for this that I wish was possible is distort by normal. Being able to feed a PF any displacement and have it be able to distort by the underlying normal would be awesome. Cause you can very easily create realistic caustics and seaform warp.
Well, you can of course use the underlying to warp through a warp shader.
Quote from: Dune on August 16, 2019, 01:06:27 AMWell, you can of course use the underlying to warp through a warp shader.
Yes you can but the effect isn't the same from what I've seen. Ive been warping all my shader by the terrain lately.
Quote from: Hannes on August 14, 2019, 12:11:50 PMI just played a bit with it and set the displacement value of the power fractal (there's only one PF) that's responsible for the warping from 40 to 2000.
There are still some straight lines, but it looks a bit more like sea foam.
I guess there'll be some animation works soon... right? ;)
Looks cool so far!
I will gladly test that, thank you! :)
I tried to rescale this files myself in the past, with no much success, thanks hannes ;)