I’ve just rendered a first test of my white water particle system. This currently is around 250k particles which is not by far enough to give it enough density. But still, not a bad begin. In order to generate these I used a cooky sop to extract a plane from the water surface where the lip of the wave intersects. In order to break up the particle generation based on my existing force attributes I used to ray sop to get the attributes from the lip onto my new particle source geo. This is used to control how the scatter sop distributes points, which in term function as the eventual particle source. I hope to start a much improved animation render later tonight.
I have in the mean time changed to different sky image, from an upcoming ‘dutch skies’ DVD from Bob Groothuis.
Until then as always: