I've searched the forum for similar and only found 1 thread from years ago and I was the last person to respond to it. But I need to make the most accurate infinity pool possible for (relatively) close-up animations.
You know the type - where the water from the top pool rolls over the edge creating a waterfall effect and into a pool below.
These videos show the exact effect I'm trying to achieve, not the best examples, but the best I could find:
Video 1 Timestamps - 8 seconds, 1 minute and 3 minutes - https://www.youtube.com/watch?v=8iNjy3yuWQs
Video 2 Timestamps - 11 minutes - https://www.youtube.com/watch?v=XkOkf1gfEyc
The second video isn't the exact effect as the water is cascading down a more irregular wall and the top edge overhangs said wall, but it does show very clearly the variation of the water rolling over the top edge of the pool, and it shows the random small undulations and splashes you get in the cascading water down the wall and then the smaller splashes into the pool below.
What would be the most accurate way to recreate this with Phoenix.
I've tried methods using a single piece of geometry and the OceanTex in the displacement but it's hard to control whilst avoiding clashes with the underlying geometry and not very realistic.
You know the type - where the water from the top pool rolls over the edge creating a waterfall effect and into a pool below.
These videos show the exact effect I'm trying to achieve, not the best examples, but the best I could find:
Video 1 Timestamps - 8 seconds, 1 minute and 3 minutes - https://www.youtube.com/watch?v=8iNjy3yuWQs
Video 2 Timestamps - 11 minutes - https://www.youtube.com/watch?v=XkOkf1gfEyc
The second video isn't the exact effect as the water is cascading down a more irregular wall and the top edge overhangs said wall, but it does show very clearly the variation of the water rolling over the top edge of the pool, and it shows the random small undulations and splashes you get in the cascading water down the wall and then the smaller splashes into the pool below.
What would be the most accurate way to recreate this with Phoenix.
I've tried methods using a single piece of geometry and the OceanTex in the displacement but it's hard to control whilst avoiding clashes with the underlying geometry and not very realistic.
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