bry
09-18-2002, 07:28 PM
Hi,
a while back I mentioned some experiments I was doing to produce foam in the ocean when in contact with other objects procedurally.
I've been very busy lately, so I haven't had the time to make a nice webpage with nice examples about it, that's why I'm showing what I have so far.
It would be great to have some feedback from you guys in order to improve the shader.
It consists in using dirtyNuts in the alpha channel (inverted) with the foam material and adding it on top of the sea object.
This way, any objects (animated or not) in contact with the ocean object will produce foam.
Using dirtyNuts' vertex map painting can produce smoother results, but then it's not procedural anymore.
here are the links:
http://www.eurorscg.pt/bruno/ocean_shader.jpg
http://www.eurorscg.pt/bruno/ocean_shader.c4d
http://www.eurorscg.pt/bruno/ss_sor_lo.mov (3 mb animated version)
The C4D file uses some free GREAT plugins:
-bhodiNut dirtyNuts
-bhodiNut nickl
-Remotion DiTools
bry
a while back I mentioned some experiments I was doing to produce foam in the ocean when in contact with other objects procedurally.
I've been very busy lately, so I haven't had the time to make a nice webpage with nice examples about it, that's why I'm showing what I have so far.
It would be great to have some feedback from you guys in order to improve the shader.
It consists in using dirtyNuts in the alpha channel (inverted) with the foam material and adding it on top of the sea object.
This way, any objects (animated or not) in contact with the ocean object will produce foam.
Using dirtyNuts' vertex map painting can produce smoother results, but then it's not procedural anymore.
here are the links:
http://www.eurorscg.pt/bruno/ocean_shader.jpg
http://www.eurorscg.pt/bruno/ocean_shader.c4d
http://www.eurorscg.pt/bruno/ss_sor_lo.mov (3 mb animated version)
The C4D file uses some free GREAT plugins:
-bhodiNut dirtyNuts
-bhodiNut nickl
-Remotion DiTools
bry
