bwtr opened this issue on Mar 06, 2008 · 56 posts
MarkBremmer posted Thu, 06 March 2008 at 7:13 AM
A height map is a good solution because it's dynamic and you can can adjust the blend with noise.
However, the easiest solution (meaning that there is no fiddling with numbers) is to convert the ocean primitive to a vertex mesh, UV map it, export the texture map and then paint your ocean with foam and import it as a texture map in the shader room.