Waves VEX node
Simulates rolling waves with choppiness of various frequencies, and outputs the pos…
This operator simulates rolling waves with choppiness of various frequencies, and outputs the positional and normal displacements as well as the amount of displacement.
The wave displacement is anti-aliased, while the choppiness has been purposefully left aliased to simulate shimmering.
The main use of this operator is to simulate lake or pool water, but it is also applicable to sand dunes and softly rolling terrain. If you are using it for water, see the Water Surface operator as a possible surface shader to use in conjunction with this operator.
The Displacement Scale (scale) input determines the amount of overall displacement of the rolling waves and choppy elements. Use the Chop Amount (camount) input to control only the choppy displacement.
Typically, this operator will be used in a displacement shader, with both “disp” outputs piped into the matching inputs of the Output operator. Alternatively, it can appear in a surface shader, in which case the displaced normal would be normalized and then connected to the “nN” input of the Lighting Model operator.
If the Position (P) input and the Normal (N) input are not connected, the global variables by the same names will be used instead. Typically you will use Rest Position or UV Space Change as inputs for “P”, and will not touch “N” unless you want to apply additional displacement to the surface using an operator such as Bump Noise. If you need to access the global variables directly, they are available from the Global Variables operator.
Usages in other examples
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