Hi!
Is there a way to get also foam on breaking wave tips from “VRay Water” instead of displacement vectors only?
Thank you and greetings!
Hi!
Is there a way to get also foam on breaking wave tips from “VRay Water” instead of displacement vectors only?
Thank you and greetings!
Hey @TubeSmokeGuy ,
I am not aware of a way of extracting the wave peaks from the Water texture. As an alternative, I can suggest using the “cusp” output of the Ocean Spectra texture: V-Ray for Houdini
Best regards!
So, this goes directly into the wishlist …
For a quick and simple approach, this would be gold!
You should give the ocean spectra a try. Works quite well, it’s fast to render and even easier to setup as you can just see it the viewport.
And you have cusp ![]()
Make sure to use a recent build as there was a massive slowdown rendering spectra in the early 6.1 releases.
Best,
David.
Yeah I will definately take a look at this. To get a little overview I watched in the ocean spectra tutorial in the docs and also saw the ocean spectra method already from some collegues here and I think it’s still too much for a simple and quick approach. Dealing with extra VDB files, etc …
You know, with the water texture, all you need is a grid or VRayPlane, setup the textures parameters, add displacement and you’re done. In 3dsmax with PhoenixFD Ocean Map it’s even easier. I wish we had that in VRay for Houdini. It’s not depending on tiling, has a superior randomness and can also have breaking waves with whitewater, it is setuped in just a few minutes and looks great.
Once you have a vray ocean set up, just save it as a shelf tool. It is vastly superior to the vray ocean.