I’ve experimented a little bit with some volumetric faking for the underwater foam. I’m currently calculating the distance from the view line to a point under the waterfall, adding some distortion and lerping it to the foam and water colors. I’ve been tweaking values for a while and this is what I’ve got, if you see any obvious problems with it please do tell:
I have the feeling that the foam area is too bright, any opinions on that?
Edit: I’ve also noticed that the Unreal tonemapper was activated, that explains the difference between the values I was selecting and the actual colors on the screen which was driving me kind of nuts. Should I learn to work with the tonemapper switched on or is it better to deactivate it so I can get more control over my colors?