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๐งต How do you make good water
Anonymous at Wed, 24 Nov 2021 00:24:47 UTC No. 864203
newfag here, How do you make good looking water like pic related?
Looking for tutorials
Anonymous at Wed, 24 Nov 2021 01:19:39 UTC No. 864209
This doesn't look good.
Anonymous at Wed, 24 Nov 2021 01:26:56 UTC No. 864210
>>864203
Is just a glass with a shitty normal map you fucking retard
Anonymous at Wed, 24 Nov 2021 04:22:39 UTC No. 864263
>>864210
you forgot something called "depth fade"
basically it creates a mask based on objects within the mesh, which you can map colors with for shallow and deep waters
not sure how to do it in 3d software other than unreal (there's a depthfade node there, very straightforward)
Anonymous at Wed, 24 Nov 2021 12:56:00 UTC No. 864357
>>864263
forgor
Anonymous at Wed, 24 Nov 2021 16:15:02 UTC No. 864410
>>864203
- flat plane
- normals from a noise function
- transparency + absorbtion
- fresnel driving values like reflection, transparency, specular and diffusion in relation to each other
- a physically plausible refractive value
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water.webm
Anonymous at Wed, 24 Nov 2021 21:37:42 UTC No. 864467
quick demo, for semi-realistic water and in Blender i usually go for this:
>start with a cuboid so you can use volumetrics instead of adding it in post
>surface is a glass shader for the camera and transparent for everything else to let light through
>use noise (musgrave here) to both act as normals/displacement and as a shadow mask for fake caustics
>volumetrics to add depth
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nodes.png
Anonymous at Wed, 24 Nov 2021 21:51:14 UTC No. 864469
Nodes
The caustics being in sync with the waves makes them look decent, despite being fake and easy to compute
The surface doesn't look too interesting, but you should be able to give it a shimmer if you work with fresnel like >>864410 said
Anonymous at Wed, 24 Nov 2021 21:55:21 UTC No. 864470
Also refraction guiding will be a thing soon. If it works as promised you can skip the fake step and use the real thing
https://www.ics.uci.edu/~yug10/proj
Anonymous at Thu, 25 Nov 2021 12:00:47 UTC No. 864601
>>864203
Normal maps, how do they work?
Anonymous at Thu, 25 Nov 2021 12:45:22 UTC No. 864610
If you want good looking water perturb the normal and enable RTX and DLSS in unity / unreal and you'll be done in less than 5 minutes.
Anonymous at Thu, 25 Nov 2021 13:54:12 UTC No. 864640
>>864203
Intended for real-time or offline rendering? Big difference.
Anonymous at Thu, 25 Nov 2021 15:49:07 UTC No. 864669
post nodes please i wanna learn