![]() The sides only want to have the color we don't want any bump, reflections, or IOR.Ĭopying and pasting selective settings in the surface editor Get ready to render!īefore we render, we give our water a basic environment to pick up. That way the dielectric node isn't copied. In this instance, I only paste the basic tab. In LW11.x you can right click a surface and copy, and then on the destination surface right click, and select which properties to paste. With all the properties for our water's surface ready, we can transpose them on to the surface for the sides of the water (and the bottom if you want a box of water). Using the dielectric node to give our water its nice and inviting look! I higher value will make the water appear denser, and therefore show more of the underlying color. The smaller the number, the less light is absorbed by the water, and so the clearer it becomes. The most critical parameter for this purpose is absorption. For water, the IOR should be 1.33, but really you can use whatever value gives you the most pleasing result. I also add turbulence procedural to the bump channel for the water surface.īasic surface settings for our water Let's get nodal!įor the main water shading, we will be using the dielectric node, which is used for glass typically, but any material that has transparent properties and an IOR higher than 1. For the bottom you can go for a river/sea bed color rather than the same blue. For the color, I chosoe the Bondai Blue from the LW11.6 color picker, but any color you want is fine. The basis of the water, consisting of simply a box Basic surface settingsīasic settings for the water come first. Select the top polygon, side polygons, and the bottom polygon in turn, and assign separate surfaces so that we have the surfaces split up for the water surface, the sides, and the bottom. Therefore, as the base geometry, all we need to do is create a box that will encompass or adequately accommodate our main model. The water we are going to create is of a style you would use in a cross-section illustration. ![]() Great for technical-style renders! Base geometry My Singapore Navy warship rendered in a cross section of water. This water is very quick, but creates a nice, rich effect at the same time. The Internet will readily give up various tutorials for creating and rendering realistic, heaving oceans, but what I am looking at here is simple but effective water which I use when creating cross sections of submerged subjects, such as boats and hydro dams. This article looks at creating simple yet attractive water in LightWave. Water_v001.lwo - LightwaveWaterPreset Introduction Here, Craig Clark looks at perfecting simple yet good-looking water in LightWave Tutorial assets Water is a topic that surfaces on a regular basis.
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