Hi,
I found this really neat ocean setup for a large ocean:
“https://www.reddit.com/r/proceduralgeneration/comments/czjjou/procedural_ocean_shader_in_blender/”
Whats so nice is that it is less resource hungry than the ocean modifier, which helps if you want to achieve a near infinitive ocean. As I am working with 360 images and video, the usual small ocean modifier does not work for me. Especially as the camera moves from a helicopter to a close up.
The guy with the example thankfully even shares part of its node setup (
https://drive.google.com/file/d/1bvd09vJ0m4FAqNMObl-Yq2UeyZOmaW1s/view), but, beeing still fairly new to Blender I fail to suceeed creating the dark green group nodes. Is anyone around here able to figure out the node setup inside of these groups?
Specifically:
- Vector Translate
- Linear Gradient
- Vector Noise
Thanks so much for your help.
Pretty
Are you saying you can’t find those 3 nodes or something like you can’t figure out how to split the Vector Translate into X,Y, Z?
I can’t figure out how the node setup inside these 3 group nodes looks like.
Have been trying for hours now… ;-(
I found another good one here:
Which, if I find a way to add directional displacement (= waves moving directional and showing displacement instead of bump displacement when intersecting with a very large ships waterline) would work as well.
If the ship is very large with respect to the waves, it will not really move in the waves. For now I am looking at a ship at anchor.
I see. The three nodes are group nodes. This makes it impossible to know for sure, but I think vector translate is
The other 2 are harder to understand.
A noise texture to the displacement map works pretty good. I’m not sure why he has it so complicated.
Good job. Great. Thank you!!!
The “Add” node you use is a vector math node, is it?
So maybe someone will be able to enlighten us on the other too. We’ll see.
I did write to the guy on reddit, but have not heard back & the thread is closed over there.