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Now that the shoreline foam transition curve is interpolated, you can take a proper look at how it looks with different amplitude settings.

As you can see in the bottom left screenshot, setting the foam amplitude to the same value of the wave amplitude cancels each other out, making the foam-to-liquid transition become a straight line.

By the way, after taking these screenshots I've realized that it should look cool if the foam amplitude is animated, instead of being static. Animating it will have zero impact on performance, so I'll look into this.

The next step should be the texturing.

I also need to split the liquid rasterization functions in different versions with/without the foam, to make liquids without foam be faster to render. This means creating 8 new drawing modes.

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