

Wave animation is controlled by the current frame number and the FramesPerSecond parameter value. If you do not need to render foam, set the FoamEnabled parameter of the OceanWaves shader to 0 to reduce computation time for the waves. In order for the foam to appear in the proper location, the common parameters between the OceanWaves and OceanSurfaceWithFoam shaders must be set to the same values. Note that too much chop can tear the surface apart.įinally, the OceanSurfaceWithFoam surface shader allows foam to be rendered near wave peaks. The appearance of waves in windy conditions can be improved by adding chop, which sharpens wave peaks and stretches troughs by shifting the surface laterally:īecause the chop displacement shifts the surface in arbitrary directions, you’ll need to tell Air that the displacement is not strictly in the direction of the surface normal by applying the following attribute: Attribute "render" "normaldisplacement" The underlying wave algorithm can simulate a variety of ocean conditions from calm seas to stormy waves depending on the wind speed: The following images use the ocean surface shaders along with the physical sky environment shader. OceanSurfaceWithForm – surface shader for deep ocean with foam at wave peaks OceanSurface – surface shader for deep ocean
ANIMATED OCEAN WAVES DOWNLOAD
OceanWaves – displacement shader for the waves Download the Desert Island Scene sample project to start experimenting and interacting with the shaders yourself This project contains everything you need to get started with Shader Graph. Air 11.08 and later includes a new set of shaders for rendering animated ocean waves based on Jerry Tessendorf’s paper “Simulating Ocean Water”.
