ocean001.blend
ocean002.blend
ocean003.blend
(2x normal speed)
(2x normal speed)
Here’s masterxeon1001 showing how it’s done. amazing stuff:
shader_water_mx2.blend
Some of the more important settings:
Ocean modifier
– seed
– resolution
– spatial size
– choppiness
– foam coverage
Ocean material
– principal BSDF
– foam
Sun light
– sun orientation in View3D
– strength
– specular
– angle (40deg)
The challenge with ocean is that it is always heavy on plane subdivisions / subsurface modifier. Baking the ocean modifier helps, but not when you are in the design process. Fine-tuning a high resolution ocean is a painstakingly slow process. The obvious way to break tiling repetition artefacts for large world oceans is to use a large scale noise modifier to feed into Displacement of the Material output node (black = no displacement). Note that Displacement requires Cycles.