Water Texture

I found this water texture node setup from an online forum. I’m learning a lot from the pre-made textures I’m finding, and I love the way this one looks. I have just one question. Why isn’t the Glass BDSF at all transparent? Even if I disconnect the displacement from the output, you can’t see through the glass at all. Is it too reflective? If so, How do I fix that?




By the way, I’m using Andrew Price’s Pro-Lighting addon. I think it’s great. Check it out:

The steeper the viewing angle on glass the more reflective it becomes (fresnal). Change the camera angle to view it from above (top view) and you will see plenty of transparency, too much probably.


This is from almost directly overhead. It’s much less reflective, yes, but still no transparency.

It’s transparent. The problem is that the water is producing a shadow on the pool, and you see the shadow and a little of reflection. Try to bypass the shadow rays in the water material to a transparent shader.

here is a node setup i use for my water material. hope it helps you


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Thanks, HellGate. That’s exactly what I was looking for.


You know you could just use the ocean modifier,
and get a much better result

And as for the reason you cant see through it is,
as Photox said,
it depends on your camera angle,
remember,
cycles is physically based

Thank you @HellGate for this share!
I’m very new with Cycles and node textures.
Can you please say how do you created the “Group Imput” on the bottom let corner of your image?
Thank you very much!

I also asked a water question - lower down on the page - without getting any replies, so will be watching this :slight_smile:

Select a bunch of nodes -> ctrl g to create the group… tab to edit / go out of the node groups editor.

Once you have a node group you can add in group input nodes / output nodes, and name / organize them how you want by using the n toolbar

I would highly suggest not using volumetrics for water as it is not needed.

One other thing is i would steer away from using the displacement input and would highly recommend using a vector->bump node which plugs directly into the BSDF nodes instead… this will produce a visually identical image but renders 30% faster.

Thank you,@doublebishop!