I have an animated ocean scene using a deformed mesh. The camera needs to look to the horizon. My problem is that because of the deformation, the horizon is not flat - 'waves' are visible on the edge of the mesh making the horizon look bumpy, spoiling the illusion of distance. I need visible waves close to the camera but I need the mesh to flatten out gradually into the distance so the horizon is a clean line. Anyone any ideas how I can accomplish this?
I have two versions - one is a plane with a few wind deformers, and the other is using an Add-The-Sea tag. I have tried using a plane with fewer subdivisions towards the rear but this still doesn't give a true flat horizon.
If you're using a deformer you can restrict it's influence with a restriction tag, which references a vertex tax on the mesh that's being deformed. Can't comment on ATS because I don't have it.
You could also use normal or subpolygon displacement to create the waves, in which case you could limit the effect by overlaying a gradient on top of the noise used to create them in a Fusion or Layer shader.