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
.