Your Custom Text Here
Ocean Water Shader (Gerstner Waves)
Ocean shader that procedural generates waves using a Gerstner wave equation that is set up in a separate material function. The colors of the water are determined based off of the height of the normals. The base color is established through a series of Lerps and Depth Fades that help to create a gradient depending on the location of the water in relation to an object.
Ocean Water Shader Material (New)
Screenshot of my updated ocean material where I have switched over to a Gerstner Wave Material Function (based off the information HERE). The Material Function helps create stronger wave deformation and boosts the actual appearance that it is a moving ocean.
Ocean Shader (Old Displacement)
Screenshot of the old method that I used to produce the waves. It was a series of sine/cosine waves overlapping with one another over different periods. It was effective to a degree but not at achieving the desired effect that I wanted.
Wax Material with Candle Flame Particle
This video showcases both the candle flame particle and the wax material that I created. I put it together in Unreal Engine 4 and utilized their Subsurface material properties. The lights from the candles really push the effect of the material.
Candle Wax Material
Simple subsurface material that I put together in Unreal Engine 4 that simulates light passing through the material, such as light from a candle flame, and causes the material to be more realistic in its rendering. The light passes through the peach colored wax to produce an orange tone.
Lake Water Shader
My WIP lake water shader. It is very much at the bare bones level right now, but with effort and time it will look as great as my ocean water shader.
Lake Water Shader
Very much a work in progress. I have not had as much time recently to really flush out the shader and get it looking as nice as the ocean shader. I am trying to simulate lake water.