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
(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