Page Contents

 

Overview


The Water texture map can be used to generate a procedural water texture. It can be used along with Vector Displacement (other types of displacement will not work) in order to simulate waves on the surface of water.  

 

 

Parameters


 

 

 

Height Multiplier – Specifies a scale multiplier for the whole texture.

Resolution (pixels) – Specifies the amount of detail in the generated map.

Patch Size – Specifies the real world size of one Water texture patch, outside of which the surface is perfectly periodic.

Seed – Specifies an integer to set the starting point for the random generator. Different values produce different waves randomly. 

 

Wind


 


Wind Direction – Specifies the wind direction and thus the direction of the waves.

Wind Direction Mult – Specifies a multiplier for the importance of the wind direction. Smaller values will produce more variation in the direction of the waves.

Wind Magnitude – Specifies the strength of the wind creating the waves. Higher values produce larger waves.

Choppy Mult – Specifies a multiplier for the choppiness of the waves. Higher values will produce sharper looking waves.

Movement Rate – Speeds up or slows down the movement of the waves. This value has an effect only if an animation is set up.

Use 3D Mapping – Enables or disables 3D mapping for the procedural texture. Note that his mode is not supported yet by the Hybrid (CUDA) engine. 

 

 

Texture Placement



 

Type – Controls how the texture will be positioned on the geometry. 

2D (UV Channel) – The texture will use the object UV coordinates. 
Environment 
– This mode is applicable if the map is connected to an Environment slot or a Dome light. 

 

2D (UV Channel)


UV Channel/Set – Specifies the index of the mapping channel data to use. A value of -1 will take the first available channel. 

Repeat U/V – Determines how many times the texture will be repeated in the 0 to 1 UV square.

Offset U/V – Controls the texture offset in the U and V direction. 

Rotate – Rotates the texture (in degrees). 

Tile U/V – Tiles the texture in the U and V direction. If the option is disabled, the Default texture color will be used outside the 0 to 1 UV square. 

Mirror U/V  – Mirrors the texture in the U and V direction separately. The option will cut the texture in the half flipping one side vertically or horizontally. This can be used to avoid seams in-between non-tileable repeated textures. 

Double-sided – Enables both sides of the object to be affected by the UVW data. 

 

Environment 




Mapping – Specifies the type and shape of the texture. 

Angular
Cubic
Spherical
Mirror Ball
Screen

Rotate H – Specifies the amount to adjust the texture's horizontal rotation. 

Flip H – Flips the environment sphere horizontally.  

Rotate V – Specifies the amount to adjust the texture's horizontal or vertical rotation.  

Flip V – Flips the environment sphere vertically. This option is active only in Spherical Mapping. 

Ground – Enables ground projection of the texture.  

Position X/Y/Z – Offsets the ground projection along the X/Y/Z axis. 

Raduis – Specifies a projection radius. Can be used to control the scale of the projection.  

2d Transformation – see 2D (UV channel) parameters.