The system works with two nodes;

  1. Water Layer
  2. Water Layer Blend

The Water Layer node takes the Ground height and Water height, compares the two and combines them based on which one is higher.
Where the ground is higher, the Water Layer Blend node adds water splashes to the ground's surface, and where the water is higher, the node adds surface noise and ripple rings to the water surface, and darkens and distorts (refracts) the ground beneath the water while also adding water color based on water clarity.

Water Layer

Inputs

  • Ground Tex Coords - Texture Coordinates for a ground/riverbed texture.
  • Ground Height - a Value or Texture which controls the Z Height of the ground.
  • Water Coords - Texture Coordinates for water surface noise.
  • Water Flow Speed - a Vector whose X and Y axes control the flow speed of water surface noise. Z is not used.
  • Wetness - basic wetness of ground above the water level.
  • Water Height - a Value or Texture which controls the Z height of the water.
  • Wetness Falloff - how far water seeps above the water level.
  • Water Clarity - the depth at which water appears opaque.
  • FX Coords - Texture Coordinates for splashes and rings.
  • FX Flow Speed - a vector whose X and Y axes control the flow speed of rings. Z is not used.
  • FX Size - size of splashes and rings.
  • FX Intensity - number of splashes and rings.
  • Noise Strength - intensity of surface noise.
  • Ring Strength - intensity of rings.
  • Refraction Strength - the maximum intensity of refraction of the ground texture.
  • Refraction Falloff - the depth at which refraction of the ground texture is at maximum.
  • Time - controls the animation of splashes, water surface noise, and rings. Generally, an increase of about 0.1 per second will achieve realistic results.


Outputs

  • Ground Tex Coords - Texture Coordinates for a ground/riverbed texture.
  • Wet Mask - connects to Wet Mask of the Water Layer Blend node.
  • Depth Mask - connects to Depth Mask of the Water Layer Blend node.
  • Ground Mask - a mask for isolating ground which rises above the water level.
  • Course Height - a heightmap which includes the water level and ground above water level.
  • Fine Height - a heightmap which includes water surface noise and rings (water FX).
  • Combined Height - a heightmap which combines Course Height and Fine Height.


Water Layer Blend

Inputs

  • Ground Color - a color or texture for ground/riverbed Albedo.
  • Water Color - a color or texture for water when opaque (see Water Clarity for the Water Layer node).
  • Wet Mask - connects to Wet Mask of the Water Layer node.
  • Depth Mask - connects to Depth Mask of the Water Layer node.
  • Roughness - a value or texture which controls the ground Roughness.
  • IOR - a value or texture which controls the IOR of the ground.


Outputs

  • Color - final Color output with ground and water combined.
  • Specular - final Specular output with ground and water combined.
  • Roughness - final Roughness output with ground and water combined.
  • IOR - final IOR output with ground and water combined.


Quick Start

First we must import the nodes to our project!

  1. Click on File, then Append and navigate to your downloaded RainWater.blend file.
  2. Click on RainWater, then NodeTree.
  3. Click on Water Layer, then Shift-Click on Water Layer Blend.
  4. Click Append.

We can now add the nodes to our project in the Shader Editor by selecting Add, then Group, then Water Layer and Water Layer Blend.


These short video tutorials show you how to set the nodes up:

Step 1 - Refraction

Click here to watch on YouYube if video does not display here.

Step 2 - Discoloring

Click here to watch on YouYube if video does not display here.

Step 3 - Surface Bump

Click here to watch on YouYube if video does not display here.


How to add the nodes to your material

Let's take an example material which uses textures for Height, Albedo, Roughness, and Normals, like the PBR texture sets available from textures.com. This material also uses Adaptive Subdivision and Material Displacement.

This is the base material:


right-click, open image in new tab to enlarge

We first add the Water Layer Blend node:


right-click, open image in new tab to enlarge

Then add the Water Layer node:


right-click, open image in new tab to enlarge

This video illustrates the steps taken to add RainWater to this material:

Click here to watch on YouYube if video does not display here.


Note: in this example we used Object Coordinates for the Water Coords and FX Coords inputs. The water splashes and rings are generated from the origin point along the positive X and Y axes, so there will be no FX behind or to the left of the origin. To correct for this, it is important that the origin point be placed at the front bottom left corner of your object's bounding box.

If you can't change the object's origin point, you can always use an Empty placed at the front bottom left corner and select it from the Object field of the Texture Coordinates node in the Shader Editor.


NOTE: to be notified about future updates, please remember to allow email contact from the creator when you make your purchase.


One or more textures in this pack have been created with photographs from Textures.com. These photographs may not be redistributed by default; please visit www.textures.com for more information. 

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Published about 1 year ago
Software Version 2.8, 2.81, 2.82, 2.83, 2.9, 2.91, 2.92, 2.93
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