Introduction

In this Citizen video for 3ds max, we’ll continue talking about working with ocean and fluids simulation an now it is time to focus on foam map generation due to the mesh impact

What we’ll do in Part 11

In this video part of Working with Ocean and Fluids citizen series, we’ll take a look at foam. We’ll have a particle splash layer over the actual rendered scene, but it would be good to have some foam over the water due to the mesh impact, so we’ll see how to approach to the problem, trying to achieve a good basic setup to add foam map over the ocean shader. We’ll work with a composite shader, at level zero we’ll have the ocean shaders, and the 1st layer will be the foam done using a standard material. Foam map will be created procedurally just using a Gradient Ramp to mask the area where we need to add it, and some nested noise maps and cellular maps to create perturbation and density variation and to simulate simple foam water bubbles in it.

 

 

Working with Ocean and FluidsExclusive: Working with Ocean and Fluids – Part 10Exclusive: Working with Ocean and Fluids – Part 12

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Discussion

3 Responses to “Exclusive: Working with Ocean and Fluids – Part 11”
  1. Posts: 6

    is the part 10 no 11

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    1
    Jun 8, 2012 at 5:30 pm
  2. Posts: 9

    Hi Angelo…It seems that the download source file is wrong…it appears version 10 instead of 11…Rgds Welder

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    2
    Jun 8, 2012 at 7:39 pm

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