This is something I’ve been meaning to do for a while. Here is some Gerster Waves implemented as a material function. I’ve then combined it with my automatic distance field flow map.
The distance field is used to create a tangent vector around all surfaces. I can then use then to warp/offset UVs in tangent space to fake the look of normal/texture maps and the Gerster waves flowing around objects.
I’ll be following up soon with a post on how all the math for Gerster Waves and Distance Field usage works. Happy Game Developing!
PS. Here’s a demo video of the distance field flow map without the gerster waves…..