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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.

My waves so far: enter image description here

What I want the waves to look like: enter image description here

Node Set Up for first image: enter image description here

When I tried to apply the answer I got this as my result: enter image description here

Blender File:

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Geometry Input - Pointiness

You might want to experiment with the Geometry Input and try out Pointiness to mix the whitecaps with the water.

enter image description here

Update

  1. The order of the Shader inputs is important. If white becomes the dominant color, the inputs on the Mix Shader need to be swapped.
  2. 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.

If an answer was helpful please consider marking it accepted

Here's your updated blend file:

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  • $\begingroup$ yes... +1 (even if we are not supposed to say +1). Or a combination with the Z, eventually. $\endgroup$ – lemon Aug 12 '16 at 18:13
  • $\begingroup$ Hey I edited this question by adding my node set up picture, what would I change in the node set up for your solution? $\endgroup$ – user18376 Aug 12 '16 at 19:30
  • $\begingroup$ @AustinH. Your current material is the blue color in my setup, so you would have to create a second material for the whitecaps. The rest should be pretty much the same. Mix them together with the pointiness node and the color ramp as the factor. $\endgroup$ – metaphor_set Aug 12 '16 at 20:09
  • $\begingroup$ I tried mixing them but it made it completely white. $\endgroup$ – user18376 Aug 12 '16 at 20:28
  • $\begingroup$ Uhm.. yeah. Pics or it didn't happen ;-) $\endgroup$ – metaphor_set Aug 12 '16 at 20:42
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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 :

enter image description here

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