VSFX 319 Renderman Portfolio
While I originally experimented with trying to create the appearance of ocean waves using the Gerstner wave formula, I eventually decided it was too complicated and probably beyond the scope of this project. My new shader is a distortion of a normal sine wave pattern.
I created a sine wave in OSL with variables for the amplitude, cycles, and period shift. I distorted the amplitude and cycles values with PxrFractals in Maya. I animated the shift as well as the variation attributes in each PxrFractal node.