I'm trying to find out how to create a procedural material that creates an animated diffuse ripple around any intersection or 'edge'.
e.g. cube lands on water surface, edge of water touching the side of a pot, etc.
On the top right of the picture below is a quick breakdown of a few of the elements.
- A thick inner 'ring' ripple that wraps around the cube.
- A thinner outer ring.
- The foam at the edge of the water.
I'm not a math wizard, so I kinda followed a thread and got this node setup:
I hope I understood and got the description for the nodes right. Here's the result:
A few problems come up here.
Is there a way to 'distort' the circle into a wavy ripple around the cube as shown in the breakdown?
The ripples don't follow the shape of the cube since it's calculating from the origin point.
For problem #1, I'm thinking of using #noise.random() to generate random values which then goes into a sine math node but I have no idea how to make it only affect the edge of the circle.
For problem #2, I believe that I'll have to start over and use a different approach but before I do that, I'm hoping that there's someone here that knows where to go from here.
I did try to tinker with dynamic paint but it doesn't work with fluid sim. It outputs an error saying no UV data is found.
I don't want to ask too much, so if there's a solution just for making the circle 'distort' around the cube over time, that would be good enough. Thanks in advanced.
Cheers.