Physical Water

by Joshua Jennings in Surfacing


This is a physically accurate procedural water shader for Blender that includes:


  • Both refracted and reflected caustics, including dispersion for refracted calculated using Snell's Law, that is generated by the actual displacement and undulation of the water surface.



  • Foam with adjustable coverage and scale that also interacts with objects, plus a toggle for thin film interference using the pioneering work of Doctor Robert Moerland.




    (Bump only)

  • Volumetric absorption and scattering that scales in world space meters with the size of the object along the global Z axis (deeper objects show greater absorption and extinction of light with respect to red, green, and blue attenuation rates, for instance).


  • Surface refracted dispersion using the Sellmeier Equation to calculate the IOR for water per wavelength of light.



  • Multilayered displacement that blends a number of different procedural frequencies for realistic wave and swell generation.

    (Eevee).

Sales 20+
Dev Fund Contributor
Published 7 months ago
Blender Version 4.0, 3.6, 3.5, 3.4, 3.3, 3.2, 3.1, 3.0, 2.93, 2.92, 2.91, 2.9, 2.83
Render Engine Used cycles, eevee
License GPL
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