How can I blend out the visible Foam in my Current Material Setup?
Because of performance issues associated with using the high-res ocean modifier and the foam maps that are generated from that modifier, I've instead created an ocean using a displacement node setup. (below)
The foam is generated by selecting certain parts of the noise texture (selection done through Math Node > Logarithm) and using that output factor as the mix factor between my ocean shader and the foam material shader.
- Edit: There will be a large image of all the unexpanded node groups at the bottom of the post for convenience
However, (as seen in the image) the consequent foam is quite sharp at the edges, and cannot think and have not found a way to 'blend' them out into the ocean as foam in real life does.
Basically: How can I get the foam to appear 'softer' and have less sharp edges if I use this method to generate foam?
Thank you for any suggestions!
1. NODE GROUPS
The ocean is made by adding the color values of a wave texture and a noise texture (scale-corrected) and using them as the input for displacement on a plane (of course with adaptive subdivision to enable micro-polygon displacement).