Graphics Programs Reference
In-Depth Information
Creating
an
ocean
material
using
procedural textures
In this recipe, we will build an ocean surface material, using the Ocean modifier and
procedural textures to create the foam and establish a set of nodes to locate it on the
higher parts of the waves, as shown here:
Getting ready
Before we start with the shader's creation, let's prepare the ocean scene:
1. Start Blender and switch to the Cycles rendering engine. Select the cube
and delete it (press X ).
2. Add a plane (have your mouse in the 3D window and press Shift + A and
go to Mesh | Plane ). In the Object mode, scale it to 0.300 . Don't apply
size.
3. Go to the Object Modifiers window and assign an Ocean modifier. Set
these values: Geometry to Generate , Repeat X and Repeat Y to 4 , Spa-
tial Size to 20 , and Resolution to 12 .
4. Press N and in the Transform panel set these values for the plane's Loca-
tion : X -6.90000 , Y -7.00000 , Z 0.00000 .
5. Be sure to be at frame 1 and place the mouse in the modifier's Time slot,
press I to add a key for the animation. Go at frame 25 , change the Time
value from 1.00 to 2.00 and press I again to set a second key.
6. In the Screen lay-out button at the top, switch from Default to Animation .
In the Graph Editor window, press T and go to Linear and press Shift + E
to go to Linear Extrapolation to make the ocean animation constant and
continuous.
7. Rename the plane as Ocean_surface .
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