Graphics Programs Reference
In-Depth Information
7. In the Mapping node, set the Scale value for the z axes to 0.200 , as
shown here:
How it works...
The water material is very simple: it is a Glass BSDF shader mixed with a Glossy
BSDF to provide a better reflection of the environment. Note that the Roughness
value of the Glossy shader is set really low, at 0.010 , to provide almost the most of
reflection, and that the index of refraction for both the Glass shader and the Fresnel
node is 1.330 .
The Musgrave texture is there just to add "pattern" to the Running_water shader.
The only difference between the Running_water shader and the Water_calm
shader in the containers lies in the Musgrave texture and, of course, the displace-
ment, replaced in the Water_calm case by a Wave modifier to provide some "life".
There's more...
Both the displacement and the Musgrave texture assigned to our running water are,
at the moment, static. Of course, it's possible to animate them; just follow these
steps:
1. Add an Empty (press Shift + A and go to Empty with the mouse in the
3D window) to the scene, possibly at the origin pivot point of the cube.
Reselect the cube and go to the Object Modifiers window. Now, in the
Displace modifier, under Texture Coordinates , switch from Local to Ob-
ject ; in the just appeared Object new slot, click to select the name of the
Empty . Now the displacement is mapped on the position of this Empty .
2. Looking in the Timeline at the bottom of the screen, be sure to be at
frame 1 . Select the Empty and press I and go to Location . This sets a
position key for the Empty at frame 1 .
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