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Physical Water Material

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Arjjacks offers a versatile procedural water material for Blender that includes wat shading, volumetrics, displacement, and caustics.

Hi there, Blenderers one and all, this is the latest iteration of a physical water material that I've been working on for a long time now. I've spent years researching and experimenting on creating a material that emulated the physical properties of water as closely (and mathematically) as possible.

It uses the scientifically recognized standard Sellmeier Equation to calculate the index of refraction for each wavelength of the visible spectrum as it passes through the water's surface, randomised on a per pixel basis to simulate white light. This creates a more accurate and dispersive refraction of light than the typical 1.333 IOR used.

Alongside this, it also uses Snell's Law to calculate the dispersion of wavelengths for the refracted caustics, which work differently to the surface refraction of light. Other features include:

  • reflected caustics.
  • multilayer blended displacement for wave and swell generation.
  • camera distance based normal mapping for curated detail by range.
  • depth based volumetric absorption and anisotropic scattering that accurately attenuates red, green, and blue light individually according to the z axis depth of the object in world scale meters.
  • adjustable seafoam coverage that interacts with other objects.
  • thin film interference controls for the bubbles, using the pioneering work of Doctor Robert Moerland.

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