Been a while since I last posted here. I have been planning to have a look at this for a while now. I am making some ocean scenes again and I wanted to set up as per this guide:
The problem is I am getting as per the image attached. I only see foam when wind speed is 1m or lower. Even so the foam is not matching up with displacement. I am obviously missing something here.
The mix seems okay, only the mapping is off - if you are not placing the material over a Phoenix ocean mesh, try unchecking Use The Original non-displaced vertices from the foam tex.
That helped thanks! See attached. I unchecked non-displaced vertices option. I am intrigued now. This is great. You mention Phoenix ocean shader? Is this just a standard liquid sim? Can I set this up to be emitting spray etc? something like this?
Is there any tutorials on this sort of thing? My apologies if this has been asked already. Might start a thread to document my progress.
Hey, indeed you could use a distance texture to modulate some other map - either a noise, or a copy of the ocean text, or another foam tex. Alternatively, you would need to simulate foam, for example using foam birth confined by a birth volume.
So I have now set up a basic example of the blend material with water and foam shaders. The issue now is that the resolution of the foam around the mesh in the water looks very pixelated and doesn’t look as good as foam on the ocean itself. Any ideas here why I’m off here?
Sorry for the very late reply! On the move a little. Anyway here is the scene file with the resolution issues around the object intersecting the ocean plane. Foam is not as nice as that found on the peaks of waves as seen in picture I sent before. Great if you can help.