Hi folks. I have some chunks of land that rise from the sea and I’d like to create the effect of water being pushed up and then falling off the rising chunk of land.
My first assumption was I could displace the water shader in the same way some developers use boats to create foam and ripples. But, this may not be the best way, because the massive size of the land would carry water upwards for a moment (1-2 meters) then the water would fall off the edge and back into the sea. This made me believe I should duplicate the static mesh of the land chunk, scale it up slightly, then create a custom material to simulate the water effect on the duplicated mesh. Then it would at least conform the effect to the shape of the land chunk.
Perhaps neither of these methods are best? I’d love to hear your thoughts on how you’d approach this. Thank you for your time!