hello,
I am Hrijul and recently while working on one of my personal projects I came accross a very intruiging question:
HOW TO ACCURATELY MAKE A UNIVERSAL OCEAN WATER SHADER that scales well
so I started reading about volumes and scattering and absorption
By the Power Of Mathematics I have started figuring out some part of it
here you can have a look at it
Yeah, but it’s still relevant, since nothing has changed among the Principled materials nodes in the last couple of years.
Remember, the basic PBR based nodes available in Blender are already designed to mimic realistic light interactions with various materials and volumes right out of the box. Half of your work is already done for you. All that’s left is setting up the flavor.
We’ve had some complaints from people you tagged - please don’t tag people in large quantities, especially if they’re not ok with it, you should generally stick to only tagging people if you need them specifically or if they’ve told you they don’t mind, thanks!