Join me in my great water shader test in a cave I made lately
I am searching for the best-looking one, so I contest bump vs displacement and BSDF vs Glass Shader. Surprisingly, the results vary. I am also trying to pick the simplest yet best possible, searching for the most processing friendly method.
Feel free to add any further suggestions, e.g. how to add Light Path, Reflection, etc… nodes for even better results, and tell me your opinions, which would you go for.
(I know the water should be more like still, but I use these textures to provide more seeming results.)
Feel free to add any suggestions for further methods to check
All bsdf is 100 Transmission, 0.400 gray SSS at 0.05 or 0.10 (forgot lol) with R 0.075 G 0.100 B 0.125 values.
Glass colour is 0.900 gray, Mix factor with Transparent 0.300.
-
Pond bump + bsdf
-
Pond disp + bsdf
-
Pond bump + glass
-
Pond disp + glass
-
Pond bump + disp + bsdf
-
Pond bump + disp + glass
Here is the setup, all connected, of course I used either this or that, or a mix of the methods through the Glass - Roughness and Normal.