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Figure 12-36: The material for the foreground rocks and soil
To produce ripples in the surface of the water, I
created a Waves Texture node ( shift -A 4 Text u re 4
Wave Texture) and connected it to the displace-
ment socket on the Material Output node to create
some distortion in the water's surface. By default,
the Waves node gives straight, repeating waves, but
by setting the wave type to Rings and increasing
the distortion value, you can get some nice ripples
(see Figure 12-37).
Figure 12-37: The water material, created by mixing Transparent, Glass, and Glossy
BSDF shaders and using a wave texture to provide some displacement
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