second puddle skirt to smooth ripple perimeter. I might use scrolling flow map to give it an undulation <-V-> around the perimeter as it scrolls U →
vapor particles
2nd reversed mesh, pushed to add undulation on the edge quality
VectorDistortorted foam? maybe lava bubbles, more Blender practice.
Splash meshes +vertex stretching I want to see if I can make lava bits that look like goopy saliva
thoughts on improvements?
it’s Unlit/URP no HDRP/VFX graph (er, not yet)
I thought about the seam in the back, I think turning the Voro noise into a seamless 512, as well as 512 seamless Perlin noise; the Perlin can be a distortion on the voro, i think that ‘should’ work and removes some of the instructions.
the noise as distortion really helps with the ripples caustic feel imho - maybe parallax mapping can get causticss under the surface… or all it needs is ‘just’ a second mesh under the surface [geo -1] renders on top
some distortion clouds, i just went with alpha blending -
these work from perlin noise UV distortion that expands from center and only operates on the dissolver, not the main texture at all.
(now getting shuriken custom vertex streams to random a Boolean that switches… not simple, in fact I think it is impossible without overdraw pain from added texture fetching)
I might try parallax for the water animation… it seems interesting too when you consider animated flow caustics with it… though crazy expensive i bet once 2 flow maps are lerp’n (but im not sure two flow maps are even possible to put on the URP paramapper actually.)
playing around with trying to animate it better for a pool of ripple waves
might serve the fall better but looks like oil without bubbles and foam
i can add particle under the geo and hopefully a depth type LEqual with +Z on the billboards will suffice
edit - the edge push normals trick just doesn’t work, or I can’t figure out how to do it nice… o well
almost, got this part
I still want to do some cartoon splash skirt around the base but figure out how I can make it work in full 3D… i wonde is mask/boolean mesh using an intersection operation, so two mesh’s rotating and a stencil operation to blend/mask them could work. ill try to investigate
masking didn’t seem to work well, but mesh workflow got results i’m happy with