Ripples in the water?

Hi,
Just out of curiosity :D, is it possible to have ripples in the martinsh water shader around objects colliding with the water plane?

I am pretty sure you’ll have to modify the shader. That said, if the reflections are ‘bleak’ enough, you can fake it as I did here:

The ripples don’t actually reflect. They just sample some arbitrary points in the reflection texture (to get the approximate color), and have shading on them.

I’ve been playing around with that the past couple days too :eyebrowlift2: I don’t think you could add ripples the same way you would normally add them to a normal plane (however that is), without things going haywire real quick. Although, I’m sure a ripple effect could diffuse on the texture from wherever a collision occurs, through the same method use to diffuse the reflections on the water. Keeping the same convention of diffusion used for the reflections, I imagine, would also have a nice aesthetic. I’m just not sure how to go about doing that. Someone proficient in python will have to see if this makes sense, but maybe like: if collision, get hitposition to create the ripple or fractal from that origin and then diffuse it x units over t time, and then have it dissipate. Maybe…

Kdtree vs points in radius of hitpoint should be fast enough.

Hmm, it seems there are several approaches. Thanks, I’ll try to do something with that and see what will fit best.

Edit… LOL