Work in Progress, Part 9 – Water shader

Fantasy Castle

So to add a little life to my water element, I want it to animate and have waves cascading. What I can do is create a new shader, MIA_X like I did for the other elements but fine tune it’s parameters for water.

mia_x_material

Now the MIA shader’s have some presets that you can use to get you closer from the start.

mia_x_preset_for_water

This has fine tuned the shader to react more appropriately like water. It’s made changes to reflections, refractions, BDRF to use Frenel reflection, and more.

To add more complexity to the shader we’ll add an ocean shader to the standard bump.

ocean_shader

The Ocean shader has a whole range of complex and subtle areas to tweak.

ocean_shader_attributes

The main one’s we’ll mess with are: Scale, Time, Num Frequency, Wave Length Min/Max.

Here is a render with default settings.

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Here the shader looks like still water but doesn’t really work for scene.

Image converted using ifftoany

The scale has been increased and the time slider dragged slightly.

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Increased frequency more.

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Scale, frequency, and wave height have been adjusted.

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Another slight change. The great thing about the ocean shader is it will animate out when rendering.

Here’s still with current model and textures.

castle_water

You’ll want to keep refining the look of water but this is the general idea.

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