Sketch #49: Waterfall

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
waterfall_cliff_01

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
waterfall_cliff_02

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…

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