To make a water fx:

part1, create splatter as blow:


these images are prepared for making splatter material :




the material for water splatter:

use the material to make an emitter for splatter:


part2, make waterfalls body:


these images are prepared for making waterfalls body material:


  r g b alpha   r g b

the material for water falls body:

use the material to make an emitter for water falls body:


part3, creat water pipe mesh:

with a material applied to:


part4, create a material for flowing water surface mesh:





part5, create a material for still water surface :




part6, make a round mesh with cylindrical UV mapping to simulate ripple:


apply this material to the mesh:

use the mesh to make a emitter for ripple:


part7, make a caustic effet with material:





What I learned:

1. multiply normal map with constant3 vector to exagerater the depth. 2.make high reflection waters drop through texture. 3. use Particle subUV to achieve random shapes.

(A ParticleSubUV expression samples an inputted multi-frame texture that is to be used for particles as its only parameter. The different frames of the texture can then be animated

in the Cascade particle editor.For example, you could have a multi-frame texture that was many different images of flickering flames, and then blend between each of these frames on

every individual particle, giving the illusion of animated particles.)

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