Tutorial:
Technical Details
Render Engines Compatibility: Cycles
Requires Displacement: Yes (working with Displacement)
Requires UVs: No
Processing/Complexity: 2/3
Can be baked: No
Parameters
▼ WATER
Color: Water Color
Density: Water Density
Water Bump: Bump
Water Bump Animation: Water bump animation speed (0 to stop)
Light Trough: Amount of light that gets through the water
▼ FOAM
Foam Color: Foam Color
Foam Strength: Foam alpha or strength
Foam Distance: Distance of the foam formed around objects
Foam Bubbles Scale: Scale of foam bubbles
Foam Particles: Adds small parts of foam floating in the water
▼ CAUSTICS
Caustics Strength: Caustics Strength
Animation Speed: Caustics animation speed
▼ WAVES (DISPLACEMENT)
Scale: Waves texture scale
Speed: Waves animation speed
Displacement: Waves displacement height
Vector (Only visible in the Shader Editor): An input where you can replace the default vector, you can for example plug a UV Map node with a Mapping node or any other texture coordinate.
This is especially useful with materials that require UVs when the surface is not 1:1 ratio and you need to adjust the scale
More about stretched textures & mapping
A few tips to make it look good:
-Use a pure sky HDRI with no ground. You can find some here
-Remember to adjust the density in the material properties (Smaller objects may require higher density)
-The material can optionally be used with displacement to simulate waves, to be able to see them you need to use adaptive subdivision (see Working with displacement). Otherwise you can just disconnect the displacement output in the Shader Editor.
-Remember to apply the scale and rotation of your object
-Adding a ground
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