@@mohit3dart Here’s something that would work I think, add a dynamic paint sim to the water(canvas) and then one to the area that you want the foam(brush). You might have to fiddle and change some stuff(possibly separate parts of meshes), but then you can plug the color value into the a mix shader between something foamy and the regular water. Or you could do a regular vertex paint, it just wouldn’t have animation… UNLESS you somehow mix a noise node into that to break up the gradient. Here’s another idea, it would only work in specific cases. But I think it’s worth the mention regardless. You could try a ambient occlusion node with a color ramp to isolate areas with AO(things close together, would be anything poking above the water) Then you could use that to determine where you would mix in the foam like shader. OR it could be simulated instead of done with materials… but you would have to redo the whole water and deal with simulations. Regardless, it looks great! Especially the caustics. But I do agree, needs some foam. Or something else to add for interaction. Perhaps a dynamic paint sim for ripples just on top of everything else.
How did you make the horizon work? I'm trying to make a scene with a horizon and I'm not familiar with how to do that. Maybe you could make a video on it if it's not super easy?
The first step is to hide it if you can by making the terrain obscure it. If you can't make the entire horizon, make sure the outer edges of the terrain are a circle, it'll help mask any harsh edges
The rock wall is made up of a few of the Nordic Cliffs Megascans copied and pasted about. I did do some work at the bottom to blend it with the terrain using some other assets.
so clean this water, amazing
That flare at the end is so delicious 🤤
Very stunning and amazing work!!
Very cool! I would add foam where the water meets the shore :)
@@mohit3dart Not sure, just thought that would be cool :)
@@mohit3dart Here’s something that would work I think, add a dynamic paint sim to the water(canvas) and then one to the area that you want the foam(brush). You might have to fiddle and change some stuff(possibly separate parts of meshes), but then you can plug the color value into the a mix shader between something foamy and the regular water. Or you could do a regular vertex paint, it just wouldn’t have animation… UNLESS you somehow mix a noise node into that to break up the gradient.
Here’s another idea, it would only work in specific cases. But I think it’s worth the mention regardless. You could try a ambient occlusion node with a color ramp to isolate areas with AO(things close together, would be anything poking above the water) Then you could use that to determine where you would mix in the foam like shader.
OR it could be simulated instead of done with materials… but you would have to redo the whole water and deal with simulations.
Regardless, it looks great! Especially the caustics. But I do agree, needs some foam. Or something else to add for interaction. Perhaps a dynamic paint sim for ripples just on top of everything else.
Woaahhhh
Très très beau ! Si je peux faire juste un petite critique.. c'est la direction des vagues.. il faudrait revoir cela .. si non c'est magnifique !
wow..keep up the good work
Do you have a video of just the water up close? I saw your tutorial which was amazing, but it would be cool to see a better video of the outcome.
It would look better with the ocean modifier. Is this quixel megascans?
The cliffs are megascans. I considered the ocean modifier but opted for a plane with displacement because of performance reasons
WoooooOOoooW!!!!!
Very cool, may I ask what gpu you used to render that scene?
3060 mobile at 128 samples. Took about 1 minute per frame
@@HaydenGray waa so fast for that scene 😱 TX for the answer ☺️
wow cool!!!!!
How did you make the horizon work? I'm trying to make a scene with a horizon and I'm not familiar with how to do that. Maybe you could make a video on it if it's not super easy?
The first step is to hide it if you can by making the terrain obscure it. If you can't make the entire horizon, make sure the outer edges of the terrain are a circle, it'll help mask any harsh edges
@@HaydenGray Makes sense. Thank you!
Can you create a tutorial on it
how did you add lens flare?!
I just added the lens flare in compositing using Nuke. You can do the same in any other compositing program though.
How did you make and texture the rock wall
The rock wall is made up of a few of the Nordic Cliffs Megascans copied and pasted about. I did do some work at the bottom to blend it with the terrain using some other assets.
@@HaydenGray nice 👍🏼