Quote from: Kevin F on January 18, 2010, 04:38:26 AM
Thanks guys.
@ Hetzen/TU I'm not 100% sure I know what you mean.
My problem is that I don't have a PF generating the ice patches. They're made by merging two water shaders with different wave/roughness values, one for the water and one for the ice. They're then merged and selected by height.
I know you didn't use a PF. I meant that with your way of doing this, by using 2 water shaders, you have the possibility to control the reflective properties of the ice patches separately from the water.
The water is nicely reflective and so is the ice, while I think it would really add to the realism that the ice is less reflective and also a bit rougher.
To get some roughness, feed the watershader for the ice through a surfacelayer (use the input port, not the layer child).
The surfacelayer has colour disabled. Then make a really small scale PF (say 0.005 lead in, 0.0025 feature and 0.001 small) with really small displacement, say around 0.003. Connect that PF to the displacement port of the surfacelayer.
Feed the ouput of the surfacelayer into the merge-shader, like it was before without the surfacelayer, that's it.
Martin