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Ocean Mesh Render based on Velocity


bifrost

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Hey guys! I hope you are all good. Just wanted to ask if anyone knows how to render Ocean Mesh with the velocity attribute? So the parts of my Ocean which are moving are transparent in colour and rest is blue? Does that make any sense? I am attaching an image below to make my question a bit more clear.

893882guerillamesh1.jpg

As you can see the Ocean Mesh which is getting displaced by the sphere is transparent in comparison with the rest of the mesh.
I will really appreciate any knowledge that you guys can share on this. :)

 

Thanks
bf

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Hi,
I think that this effect should be handled in shader with refraction attenuation. Color of pixel will not be determined by lenght of velocity vector but by depth which ray travelled inside water medium. You can see effect of shader parameters on the final look in arnold's docs, those parameters are applicable to mantra materials.

If you still want custom AOV (for use in compositing) which shows speed of water surface, then calculate length of "v" attribute and export it as custom float AOV in shader.

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