Water Shader (Renderman)

By using the SIN function, we are able to get a basic Sine Wave pattern across the polygonal surface. Movement is produced by changing the phase of the crest.

 

 

Click for the Sine Wave Shader.

By using a NOISE function and changing the frequency of the sine waves in the s and t direction, we are able to produce a basic water shader.

 

 

Click for the Basic Water Shader.

By bringing the shader file into Maya, we are able to manipulate the shader to create more believable ocean movement. Then by creating a Maya lighting system, we are able to simulate the lighting during sunset.

 

 

This is the same shader simulation with a sunset matte painting composited into the scene.

 

 

 

To finalize the water, the waves and the turbulance are put on their own coordinate systems and keyframed in Maya. The plastic surface shader is replaced by a glass surface shader. A secondary plane is added to give the illusion of water depth.