Graphics Reference
In-Depth Information
Only the water shader rendered
F In the second stage, we created the material for the foam—a simple, white Diffuse
BSDF shader. In fact, the peculiarity of the foam shader is mostly in the frothy
bumpiness (and in the lacy-shaped outline cut by the procedural textures of the
Foam_location shader). Have a look at the rendered foam shader:
Only the foam shader rendered
F In the third stage, this group of nodes establishes the location of the foam that is
mainly formed in the higher parts of waves in the real world, behaving as a gray-scale
stencil map. Basically, a gradient texture is mapped on the Position (vertices) and
multiplied for the Normal coordinates of the ocean mesh that, being created by the
Ocean modifier, is constantly changing. So, only as the waves rise do they show foam
at the top. This effect has been lessened and made a bit random to show some foam
scattered around the rest of the surface as well. This works not only for stills but also
in animation.
 
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