How Can I Improve And Polish My Skinned Mesh Ocean

Hello everyone,
I have spent the last two days working on my own skinned mesh ocean with inspiration from @DabidarZ ocean:


which he has shown and talked about in a few of his videos, and from @rbxkid456 (Tunas), These oceans both have stunning textures depth effects and optimised ocean systems. so far i have made an ocean with gerstner waves and an animated texture but would love to add the following:

  • Depth Colouring
  • Physics Based Buoyancy
  • Some Kind Of Chunk System
  • Foam
  • Swimming

Here is my current ocean:



Tackling depth colouring is very tricky on a skinned mesh ocean as u can not colour vertexes like editable meshes but i believe its possible as @DabidarZ manages to do it in his first ocean devlog but he names it as a ‘Special Technique’ gatekeeping his ways and making me sad. Here is his early version of it:


And this is it in his most recent update on it:

I believe that in his most recent version he has a random fade timer to the dark or light colour in between high and low positions adding to the randomness, but i may be wrong.
If anyone has any ideas please tell me.

Physics based buoyancy should be easy enough by calculating the height of the bone in a part position then applying an impulse to it until it is at that height but i am too dumb and have like 3 braincells so i cant implement it at all, and swimming should be doable using a similar technique. If anyone knows a solid and reliable way to implement this i would be thankful.

A chunk system should be easy enough by making worse versions of the same size mesh with fewer and fewer triangles the further it is from the player or by using a similar way to my current one of just not rendering bone displacement when far enough away from the player and camera. I do not know the best most suitable way to do this and don’t really have a major understanding of how i would do the chunk system so please share insight.

Foam and other interaction VFX would be an extra but i am interested on how you would stick a foam trail to a mesh and move with it so please share how you would go about it and how splash VFX and wave and wave foam interactions can be implemented.

This is a bit of a long post and i don’t think many or even any people will find it but if you do please help out as i would highly appreciate it, i’m sorry for the poor format but this is just my first post.

Cheers, Jazzy

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Not sure about the depth coloring but I was able to do physic based buoyancy though for my ball and surfboard

Wow one of the things i wanted to add was a surfboard, and your water is so nice and shiny! Do you reckon you could help me with the buoyancy then?

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How is the normal map on the water moving?

editable image I am pretty sure

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thats def beyond the scope of editable image the normal maps look animated