Water Level

Water Level

In: Material Filters/Effects

Complex

Description

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.

Parameters

 Click here to expand parameters...

Inputs

  • MaskGrayscale Input 
    Mask slot used for masking the node's effects.

Parameters

  • Channels
    Toggle material channels on and off in this group, for example when using Specular/Glossiness maps instead of Metallic/Roughness.
  • Water Level0.0 - 1.0
    Main control to raise or lower the water level.
  • Water Darkness0.0 - 1.0
    Sets general "transparency" of the water.
  • Edges Wetness0.0 - 1.0
    Determines how much of a wet look the water edges should have.
  • Edges Wetness Distance0.0 - 1.0
    Sets how far the wet edges reach.
  • Depth Blur Amount0.0 - 1.0
    Sets amount of blur based on depth below water. Modifies blur radius.
  • Depth Blur Opacity0.0 - 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 Depth0.0 - 1.0
    Sets the depth at which sludge starts appearing, relative to water level.
  • Sludge Opacity0.0 - 1.0
    Sets global opacity of the sludge effect.
  • Frost0.0 - 1.0
    Sets the amount of frost. Starts appearing from the outer edges and moves inwards.
  • Frost Intensity0.0 - 1.0
    Sets the intensity of frost, controls the "opacity" of the effect.
  • Frost Cracks0.0 - 1.0
    Sets the amount of cracks in the transitions from frozen to liquid.
  • Frost Normal FormatDirectX/OpenGL
    Switches Frost Normalmap effect green channel.

Example Images