|
How the distortion looks like is
highly dependent on the employed heightmap. Image 2 for
instance was created by using another texture (which was set as Source
Texture) as heightmap source. The Generator/Water function was applied to that texture beforehand.
In contrast, Image 3 and Image 4 were rendered with
the Use Mask option enabled.
Increase the Pre-Smoothing parameter to create bevelled and
smooth distortions. |