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8C1C5258-E884-4F3....jpg

๐Ÿงต How do you make good water

Anonymous No. 864203

newfag here, How do you make good looking water like pic related?
Looking for tutorials

Anonymous No. 864209

This doesn't look good.

Anonymous No. 864210

>>864203
Is just a glass with a shitty normal map you fucking retard

Anonymous 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 No. 864357

>>864263
forgor

Anonymous 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 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 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 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/projects/translucent/papers/Hanika_et_al-2015-Computer_Graphics_Forum.pdf

Anonymous No. 864601

>>864203
Normal maps, how do they work?

Anonymous 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 No. 864640

>>864203
Intended for real-time or offline rendering? Big difference.

Anonymous No. 864669

post nodes please i wanna learn