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Mick Hazelgrove wrote:
> How did you get the foam along the waters edge?
Casually, I'm just tweaking this texture. Now I simlified it a bit,
removing the intersection. The same terrain itself translated a bit is
enough. There is the relevant part:
#declare terrain_coast=object{terrain translate Foam_Level*y}
#declare m_water=
material{
texture{
pigment_pattern{object{terrain_coast rgb 0, rgb 1}}
texture_map{
[0 t_water]
[1 t_foam]
}
scale 100 warp{turbulence .3 lambda 3} scale 1/100
scale 1000 warp{turbulence .3 lambda 3} scale 1/1000
}
...
The translation amount depends on your scene scale and how much foam
you want, and the same can be applied to the warps scale.
The technique is simple, but I also expent many hours thinking on
that "foam challenge" along the years. Now I figured it casually while
looking at a foam tutorial by Patrick Merminod for a totally different
package: Vue d'Espirit.
--
Jaime
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