Water - Gerstner Waves and visuals
The Gerstner waves were done by following GPU Gems - Effective Water Simulation from Physical Models
I started out by making a material function for the Gerstner wave which I then used to combine 4 waves together making my water surface. Decided to go with 4 which felt like the lowest number of waves I needed in order to make something interesting.
The visuals of the water were made by
- UV scrolling a tileable normal map for the water ripples.
- Ray Box intersection for Opacity and BaseColor control for deeper and shallow areas.
Also made an underwater effect which I haven't finished yet because I decided to put on the shelf for the moment while I focus on other things.
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