Movement

For creating the movement of the water there is one step to take in mind before which is where to apply the heavy foam. There are two ways, one being painting a custom mask onto the water terrain, or using a depth fade node to detect where the water mesh interacts with other meshes like shore and rocks. Once this is decided it’s a matter of panning tillable foam textures over each other the same way as before and knowing where to apply great amounts of foam detail and where to leave it mild in order to have good composition. For foam one other factor to add for this panning technique is to have different texture coordinate sizes for the 3 different panning foam textures to get more variety with the foam shapes. One final factor is applying a flow map texture to have the texture space ebb and flow when it’s panning. To do this the coordinates going into the foam texture node need to be modified. Use a lerp node with one being a regular texture coordinate and one being the textures of a generated flow map where the X and Y coordinate values are shaped in a flowy interesting way. Then for the alpha simply use another 3 texture pan technique using a simple grayscale noise texture.