So I am trying to simulate a motorboat using a sphere in Blender Cycles using dynamic paint. So the sphere goes across the water and causes waves but I want the waves to slightly turn a whitish color because if you have ever seen a motor boat go over waves in real life there is always a trail of white waves behind it.
Geometry Input - Pointiness
You might want to experiment with the Geometry Input and try out Pointiness to mix the whitecaps with the water.
- The order of the Shader inputs is important. If white becomes the dominant color, the inputs on the Mix Shader need to be swapped.
- The black value in the color ramp should start at 0.5 or above. We want to preserve the water material and only add the whitecap material to the pointy parts of the mesh.
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Here's your updated blend file:
You can set a color depending on the Z value... but I am not sure this is enough to get the effect you want.
So this is not a real answer (I think) but more a clue to do it better.
However, this can be merged/combined with other colors/textures (noise, etc.) and shaders, of course :