It's panning UV's + Vertex Painting to adjust flow around specific regions. There's 4 different flow types/directions involved, each with a different vertex color (or alpha) associated.
There's also a 2nd UV channel with a different UV map by waterfall so that the water radiates outward from the point of the waterfall, then blends into the 1st UV channel where it transitions to normal river flow.
A traditional flow map would just be too subtle and distorted for the size of the ripples/waves I'm using here. I researched that issue a lot and the only area where it would be really valid in this scene is when flowing around rocks laid in river - but again, it's something I feel would be accomplished better by sculpting the river geometry around the rocks rather than trying to make the normals do the work.
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remove the spaces.
There's also a 2nd UV channel with a different UV map by waterfall so that the water radiates outward from the point of the waterfall, then blends into the 1st UV channel where it transitions to normal river flow.
A traditional flow map would just be too subtle and distorted for the size of the ripples/waves I'm using here. I researched that issue a lot and the only area where it would be really valid in this scene is when flowing around rocks laid in river - but again, it's something I feel would be accomplished better by sculpting the river geometry around the rocks rather than trying to make the normals do the work.
Here's an update on the river btw.
http://youtu.be/tvJFL4Tku5E
[ame="https://www.youtube.com/watch?v=tvJFL4Tku5E"]River and Waterfall[/ame]
Try setting video player to 720p and let me know if you still feel the same please.
Just an update - here's the river material node setup for anyone that is ready for insanity.
http://i.imgur.com/R6TPDOt.jpg