In: Material Filters/Effects
All-in-one effect that adds a water level to a full material input. Input material must have a good, high-quality Heightmap for the effect to work. The result is PBR-correct.
Click here to expand parameters...
- Mask: Grayscale Input
Mask slot used for masking the node's effects.
Toggle material channels on and off in this group, for example when using Specular/Glossiness maps instead of Metallic/Roughness.
- Water Level: 0.0 - 1.0
Main control to raise or lower the water level.
- Water Darkness: 0.0 - 1.0
Sets general "transparency" of the water.
- Edges Wetness: 0.0 - 1.0
Determines how much of a wet look the water edges should have.
- Edges Wetness Distance: 0.0 - 1.0
Sets how far the wet edges reach.
- Depth Blur Amount: 0.0 - 1.0
Sets amount of blur based on depth below water. Modifies blur radius.
- Depth Blur Opacity: 0.0 - 1.0
Determines how much depth blur is blended in, can be used to lower the effect of the blur.
- Sludge Color: (Color value)
Sets the color of the sludge effect.
- Sludge Depth: 0.0 - 1.0
Sets the depth at which sludge starts appearing, relative to water level.
- Sludge Opacity: 0.0 - 1.0
Sets global opacity of the sludge effect.
- Frost: 0.0 - 1.0
Sets the amount of frost. Starts appearing from the outer edges and moves inwards.
- Frost Intensity: 0.0 - 1.0
Sets the intensity of frost, controls the "opacity" of the effect.
- Frost Cracks: 0.0 - 1.0
Sets the amount of cracks in the transitions from frozen to liquid.
- Frost Normal Format: DirectX/OpenGL
Switches Frost Normalmap effect green channel.
|There are no images attached to this page.|