Hello,
First i understand that at the moment Uv mapping is not supported but from what I can tell the "Ocean texture shader" is working as a displacement on ocean surfaces.
However I would like to know more about the workflow as how this texture might be used as a displacement to add detail to a large body liquid sim which is not in "ocean mesh", as an example a 200 meter by 200 of a grid sim of a section of a sea shore with crashing waves, I would like to add the ocean texture on the liquid to add that extra detail, but how is this approached? i know you could add this in first in the "displacement" parameter of the grid, however from a few tests this is not producing render time displacements on the liquid? or should it? I later tried adding a Vray displacement modifier on top of the liquid, but that produced some random results according to which method i set, "subdivision" method seemed to work better but it was still producing artifacts in places and i haven't tested how this would work in a rendered animated sequence, is this a correct approach? what is the over all workflow for something of this sort?
Thanks again,
First i understand that at the moment Uv mapping is not supported but from what I can tell the "Ocean texture shader" is working as a displacement on ocean surfaces.
However I would like to know more about the workflow as how this texture might be used as a displacement to add detail to a large body liquid sim which is not in "ocean mesh", as an example a 200 meter by 200 of a grid sim of a section of a sea shore with crashing waves, I would like to add the ocean texture on the liquid to add that extra detail, but how is this approached? i know you could add this in first in the "displacement" parameter of the grid, however from a few tests this is not producing render time displacements on the liquid? or should it? I later tried adding a Vray displacement modifier on top of the liquid, but that produced some random results according to which method i set, "subdivision" method seemed to work better but it was still producing artifacts in places and i haven't tested how this would work in a rendered animated sequence, is this a correct approach? what is the over all workflow for something of this sort?
Thanks again,
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