I’ve been experimenting with creating displacement waves to simulate rough sea conditions, using Gerstner waves… I can get some really nice effects in small samples, but I’m struggling to see how I can apply this to a large seascape, due to the requirement to have displaceable vectors at a resolution suitable for capturing the wave forms.
As I am working with a procedural approach it is slightly more awkward still. I was using a single plane for the water and increasing the tessellation in the shader, but this is capped at a factor of 60 (much too small) and I was also wondering if there is a more efficient way I can change my tessellation based on the player screen area. I could dynamically create a mesh as part of my procedural terrain creation, but what are the implications of carrying a very large poly count (imagine a sea surrounding an island 5x8 km). It seems there should be a better way of doing this.
Some new ideas would be welcome!