Creating a reflective, liquid shader for the game engine


How do I create the look of reflective water that will work with the game engine.

Many years ago, I used Blitz 3D and it could create very convincing Cube-Mapped water and this was based around a DirectX 7.0 engine.

Surely, Blender’s new game engine could manage this.

Please help.


Good idea. I think i have seen the demo you mentioned. I assumed it uses “Render to texture”, as it was looking really good. Blender still can’t offer RTT out of the box, but if it is only a cubemap it should work. Just give it a try, you can find some python scripts on the forum, which deliver you a waving surface.