Breakdown of the fun water wake I was musing over
Fun thing [UV coordinates]^3 to remap upperBound_Input when mapped to the geometry — the trail would have been much too thin at the start
Progress on the waterfall cliff
using the parallax tricks worked out here I wanted the cliff to distort as the main driver of water context and tone, but also the depth could also drive stones to stick out.
So height map is also a mask for noisy distortion that helps wrap foaming around the stones.
all together
probably going to add bubbles to break the connection, getting this to be seamless just isn’t going to be workable for a quick sketch, the vortex is a spinning object etc…