My current idea : see how to make a vortex and try to tie it all up together with a fall
sketch marker idea
using blender since I need to learn new tools more
first attempted layer to get the basic motions
and i am going to think about how much texture I want, no i mean to say how much texture i ‘dont want’, so ill be abstracting it more toon/illustrative
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.
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…
Not only is this a nice execution, but it feels like a very unique and interesting environment concept. I could totally see this as being a magical place the player makes return visits to, where they can level up skills or something!
I was wondering how did you handle the Flow arround the rocks ?
It’s a bit blurry for me.
Did you get the position & create a kind of function to isolate only what’s is below and create the water separation ?
Or did you use something with distance field ?
Or it is simply a handmask mask for this parts ?
a simple shader pans noise downward to give the illusion of refraction and it’s removed where the mask is white
Mask also dictates parallax height so the stones feel lifted out of the wobbly illustration and the water area is recessed
there is 1 last trick, the scale of the noise is relative to the mask as well… white = fatter distortion, the black portions become more detailed noise scale (but it is subtle to prevent visual tearing)
[edit] this is bad, don’t do this! , varying noise scale continues to build up a delta causing tearing to worsen – it is not a precision issue it’s continuous shear.
leveraging human perception * illustration = illusion like refracted water
a wiggly painting to seem frothy
In hind sight this all could/should be compartmentalized for optimization
waterfall isolated interior geo rather than a large mask that is under utilized blank area
cliff a static texture with actual rock geo
this had more to do with my very limited Blender skills and how far could I bend a parallax map technique with only 2 textures + noise and 4 fetches (at most, rather than >4 which was easily going to happen)
I was going to try to paint the mushrooms/moss/grasses and each rock facet of the cliff into the parallax — I stopped noodling just due to time investment , but the sketch i am happy with it as a proof of concept so-to-speak