Table of Contents

This page provides information on the V-Ray Water Texture.


Overview


The Water texture map can be used to generate a procedural water texture. 

Any texture can be replaced via the Replace With New Texture () button, which activates when you select the texture to be replaced. If the texture is an instance, all copies are changed as well.



UI Paths


||V-Ray Asset Editor|| > Textures (right-click) > Water

||V-Ray Asset Editor|| > Create Asset (left-click) > Textures Water


General Workflow


Create a Generic material and apply it to a surface (recommended), or an object. 

Make it fully refractive (Refractive Color (255,255,255)) with Refraction IOR of 1.33. Make the Reflection Color closer to white (222,222,222) and set the Max Depth for Reflection and Refraction to 10.

In the advanced settings of the Water material, disable the Affect shadows option (Refraction > Affect Shadows > off). 

Add an Attribute Displacement to it from the right side panel of the Asset editor. Activate it with the toggle.

In the Displacement section, add Water texture in the Mode/Map slot.

Adjust the scale of the Material’s texture accordingly.


Parameters


Height Multiplier – Specifies a scale multiplier for the whole texture. See the Height Multiplier example below for more information.

Resolution (pixels) – Specifies the amount of detail in the generated map.

Patch Size – Specifies the real world size of one Water texture patch, outside of which the surface is perfectly periodic.

Seed – Specifies an integer to set the starting point for the random generator. Different values produce different waves randomly. See the Seed example below for more information.

Wind


Wind Direction – Specifies the wind direction and thus the direction of the waves.

Wind Direction Mult – Specifies a multiplier for the importance of the wind direction. Smaller values produce more variation in the direction of the waves.

Wind Magnitude – Specifies the strength of the wind creating the waves. Higher values produce larger waves.

Choppy Mult – Specifies a multiplier for the choppiness of the waves. Higher values produce sharper looking waves.

Movement Rate – Speeds up or slows down the movement of the waves. This value has an effect only in an animation.

See the Wind Example below for more visual information.




Example: Height Multiplier


This example shows how the Height Multiplier affects the height of the waves.


Height Multiplier = 0.5

Height Multiplier = 1.0

Height Multiplier = 2.0




Example: Seed


The example shows how the Seed parameter randomizes the waves pattern of the Water texture.


seed1

Seed = 1.0

seed3

Seed = 3.0

seed5

Seed = 5.0




Example: Wind


The animated example here shows how the Wind parameter affects the waves pattern of the Water Tex. None of the texture parameters need to be animated to produce moving waves.
Wind Direction is set to 50, Wind Magnitude is set to 15, Movement Rate is set to 2, Height Multiplier is set to 0.5, and Seed is set to 3.
The Amount for the WaterTex is set to 2 in the water material’s Displacement.


Water-Wind




Texture Placement



Type – Controls how the texture is positioned on the geometry.

2D (UV Channel) – The texture uses the object UV coordinates.
Environment – This mode is applicable if the map is connected to an Environment slot or a Dome light.
Mapping Source – The texture uses an external UV placement source.

2D (UV Channel)


UV Channel/Set – Specifies the index of the mapping channel data to use. A value of 1 takes the first available channel. 

Repeat U/V – Determines how many times the texture is repeated in the 0 to 1 UV square.

Lock U/V Repeat – Locks the U/V Repeat.

Offset U/V – Controls the texture offset in the U and V direction. 

Rotate – Rotates the texture (in degrees). 

Tile U/V – Tiles the texture in the U and V direction. If the option is disabled, the Default texture color is used outside the 0 to 1 UV square. Default color is found in Parameters > Color Manipulation.

Mirror U/V  – Mirrors the texture in the U and V direction separately. The option cuts the texture in the half flipping one side vertically or horizontally. This can be used to avoid seams in-between non-tileable repeated textures. 

Environment


Mapping – Specifies the type and shape of the texture. 

Angular
Cubic
Spherical
Mirror Ball
Screen

Rotate H – Rotates the environment sphere horizontally. 

Flip H – Flips the environment sphere horizontally.  

Rotate V – Rotates the environment sphere vertically.

Flip V – Flips the environment sphere vertically. This option is active only in Spherical Mapping. 

Ground – Enables ground projection of the texture.  

Position X/Y/Z – Offsets the ground projection along the X/Y/Z axis. 

Radius – Specifies a projection radius. Can be used to control the scale of the projection.  

2d Transformation – see 2D (UV channel) parameters.

Mapping Source

UV Placement Source – External UV placement source to be used for the texture placement.



2D (UV Channel)

Environment


Mapping Placement