08-21-2011, 07:31 PM
Heya Kresimir,
I'm back using this for a few shots on a short film and it'd be great to get a few extra features for the sea surface:
Number one big thing - Built in mapping coordinates on the wave surface to avoid top projection smearing.
Higher resolution in the wave map - an extra iteration or two would be great.
Allow negative frames in baking of foam maps so you can have a full amount of foam on from the start.
Access to the foam itself in the sea foam shader so you can do things like colour correction / blurring to control the "spread" of the whitecap
Something like grant adam's tension map would be great as a method of controlling the look of the water between the crests and flat surfaces - maybe some sort of AO map for the squeezed in areas?
Some kind of whitecap selection would be great so you could birth particles or fume on the tips too (Although this'd be suicidal to feed into pflow)
Cheers!
John
I'm back using this for a few shots on a short film and it'd be great to get a few extra features for the sea surface:
Number one big thing - Built in mapping coordinates on the wave surface to avoid top projection smearing.
Higher resolution in the wave map - an extra iteration or two would be great.
Allow negative frames in baking of foam maps so you can have a full amount of foam on from the start.
Access to the foam itself in the sea foam shader so you can do things like colour correction / blurring to control the "spread" of the whitecap
Something like grant adam's tension map would be great as a method of controlling the look of the water between the crests and flat surfaces - maybe some sort of AO map for the squeezed in areas?
Some kind of whitecap selection would be great so you could birth particles or fume on the tips too (Although this'd be suicidal to feed into pflow)
Cheers!
John

