Physical Water
This is a physically accurate procedural water shader for Blender that includes:
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Both refracted and reflected caustics, including dispersion for refracted calculated using Snell's Law, that is generated by the actual displacement and undulation of the water surface.
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Foam with adjustable coverage and scale that also interacts with objects, plus a toggle for thin film interference using the pioneering work of Doctor Robert Moerland.
(Bump only)
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Volumetric absorption and scattering that scales in world space meters with the size of the object along the global Z axis (deeper objects show greater absorption and extinction of light with respect to red, green, and blue attenuation rates, for instance).
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Surface refracted dispersion using the Sellmeier Equation to calculate the IOR for water per wavelength of light.
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Multilayered displacement that blends a number of different procedural frequencies for realistic wave and swell generation.
(Eevee).
Sales | 30+ |
Dev Fund Contributor | |
Published | over 1 year ago |
Blender Version | 4.1, 4.0, 3.6, 3.5, 3.4, 3.3, 3.2, 3.1, 3.0, 2.93, 2.92, 2.91, 2.9, 2.83 |
Render Engine Used | Cycles, Eevee |
License | GPL |
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Tags:
foam, deep-ocean, winter24, animated-water, animated ocean, ocean, bubbles, dispersion, underwater, 3d water, godrays, blue river, brackishwater, spring24, summer24, thin film interference, caustics, bfcm24, big ocean, ocean foam, water with bubbles, procedural caustics, freshwater, animated procedural water, dispersion material, water foam, thinfilm, procedural water caustics, real time caustics