Graphics Programs Reference
In-Depth Information
Creating a clean running water material
The simpler way to make a water shader is by using a glass node and setting the
IOR value ( Index Of Refraction , a number specifying the capacity of a medium to
refract the light passing through it) to 1.33 , and actually, this should be enough; by
the way, although physically correct, this does not work well in every light condition or
particular situation. A better approach is to use the glass shader mixed with another
"specularity" node and, in some cases, also with the aid of a texture.
Getting ready
1. Start Blender and switch to the Cycles rendering engine. Select the cube
and scale it at least six units on the z axis (press S followed by Z , digit 3 ,
and hit Enter ; the default cube is already of 2 units, so 2 X 3 = 6). Then
scale down to the half its width (press S followed by Shift + Z , digit 0.500 ,
and hit Enter ).
2. Go in edit mode, and press Crtl + R and scroll the middle mouse wheel to
add four horizontal cuts to the cube.
3. Select the upper and the bottom faces and delete them (press X and go
to Faces ). Go out of edit mode and set the cube smooth (press T to bring
up the Object Tools panel on the left and press the Smooth button under
Shading ).
4. Press Crtl + A and select Scale to apply the new size of the cube as ori-
ginal.
5. Go to the Object Modifiers window and assign a Subdivision Surface
modifier, set the Subdivision levels to 6 .
6. Add a Displace modifier. Click on the Show textures in texture tab but-
ton, the last to the right of the Texture slot; this switches to the Tex-
tures window. Click on New and then change the Size value of the default
Clouds texture to 0.50 . Back to the Object Modifiers window, set the
displacement strength to 0.500 .
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