I have just begun on yet another water helper library and eventually PG extension. ![]()
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I am slowly pushing things along.
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Put put put…..

Looking good! I am curious about how you handle the shore-line (white foam around geometry)?
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Thanks @CrashMaster . I am using sampled signed distance fields from precomputed textures, to then generate foam rings via smoothstep on water-side distances, and to modulate with immersion factors, noise, and web patterns.
I have not yet implemented the intersection foam for all water types yet. Here is a demo of the current process.
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