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11/06/2026 at 00:17 #7242
peq42KeymasterHere’s a very good and short comment posted by user “-Angilas-” on blender’s reddit that I found recently while trying to figure out how to loop both the Ocean modifier AND its Foam in recent versions of blender(they posted a year ago, but tested on 5.1.2 just today and it works):
- Create a Plane.
- Add a SubSurface Modifier with 6 subdivisions (click “Simple”, not “Catmull-Clark”).
- Create an Ocean Modifier with the desired settings.
- Copy the ocean modifier(There’s an option to “Duplicate” it on the dropdown next to it).
- Animate the Time and Scale of each ocean modifier to blend into each other:
- So, for example, the first modifier could animate from Time: 20 to 40 and the second from Time: 0 to 20.
- Then the first modifier will loop from Scale: 1 to 0 and the second from Scale: 0 to 1. (This way the second will end where the first begins.)
- Make sure the first one’s Geometry: is set to Generate and the second one’s Geometry: is set to Displace. (You can set both to Displace, but this will probably require decreasing “Size” (don’t confuse with “Scale”)… and it will likely be a bit more unruly.)
- Now, give each Foam Data Layer it’s own name in the modifiers. So name the “Foam Data Layer” for the first one “Foam 1” and the second “Foam 2”.
- Now, fade between these in the Material Shader Nodes(Material Tab) by using two Attribute Nodes(Shift+A > Attribute), one that points to “Foam 1” and the other to “Foam 2”. Depending on your version of Blender, you may have to specify “Type: Geometry” in said nodes.
- Animate from one to the other using the MixRGB Node(Mix Color). The animated Factor value should loop from 0 to 1. (Don’t loop from 0 to 1 to 0, your loop should complete between 0 and 1.)
- Go into the Graph Editor and select all the curves, then set to Linear Interpolation (use the “T” key).
- Then CTRL+Shift+M to add Cycles modifiers to all the curves in the graph.
This is important: It might not loop in Material Shading view, but if you did it right, it should loop in Render View.
I tested and it worked flawlessly! Though it did add quite a bit of processing time for each frame. Hopefully something that will get improved over time(or that can be tweaked with different settings and, if so, I’ll update here)
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