Friday, August 21, 2015

Procedural Water

Here's something from a while ago that I apparently never posted here. My last project at Ringling was to create a water material that could be used by our whole project team. The water's properties had to be easily editable to fit into a bunch of different environments. We also needed to be able to apply and position different effects along the surface of the water, so that, for instance, you could have wake trailing behind a boat as it moves through the water.

Much of the foundation for this material was made by splicing together elements from Unreal Engine's example materials, but all of the effects work was done by me. The images below detail my results and how I achieved them.