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I want to achieve a nice wave procedural texture in order to get a realistic sand displacement effect. here is my current set up

enter image description here

but I want to waves mix more randomly in order to give brunchy like look as shown below

enter image description here

I made two slightly different located wave texture and tried to mix them with a suitable mixRGB node, however I couldn't manage to find a correct solution, all I cannot get a good result but only like below

enter image description here

EDIT: I have played around a little bit more with the mixing option, I still couldn't figure out branching though

enter image description here

(thanks to for the video which made me started work on it )

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  • $\begingroup$ Maybe use an RGB curves node to get the pointy peaks. $\endgroup$
    – PGmath
    Commented Jan 29, 2016 at 13:55
  • $\begingroup$ To be a little bit more clear, where abouts you mean should it be added to? $\endgroup$
    – ideorium
    Commented Jan 29, 2016 at 14:46
  • $\begingroup$ Between the wave texture and the multiply node in the first image. I am trying to get that bunchy look you are talking about, it's harder than I originally thought it would be. $\endgroup$
    – PGmath
    Commented Jan 29, 2016 at 16:41
  • $\begingroup$ Thank you, i tried many things but could figure out, perhaps another texture to plug in to fac at the mix node, but dont know yet, hope you can discover a way $\endgroup$
    – ideorium
    Commented Jan 29, 2016 at 16:45

1 Answer 1

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You can distort a texture using another texture, like this:

enter image description here

(click on the images to enlarge)

Or you could mix bumps and displacement with other textures:

enter image description here

If what you are after fake relief (or bumps maps), but not real geometry displacement, this would work fine. Otherwise I would recommend using a displace modifier.

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  • $\begingroup$ thanks for this answer as well, I'm gonna study all carefully, and show the result asap $\endgroup$
    – ideorium
    Commented Feb 1, 2016 at 16:04

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