OK, here's the material set up. First, to stop your water looking flat, you need some displacement to give you waves. You can see I have a fractal plugged into the displacement channel. For your image you'll want to increas the scale of that fractal to put the waves further apart and turn down the displacement to make it flatter. After all, you want to be able to see what's under the water properly, so you want really gentle waves on the surface. Next, water both refracts and reflects so you'll need raytracing turned on with about 4 to 8 bounces. The refractive index of water is about 1.3333. You can see that's what I have as the index of refraction in the refract node. To get a realistic balance between refraction and reflection, make sure that the refraction value and the reflection value add up to one. In my example, 40% of light hiting the water is being reflected and 60% is being refracted. You probably want a little less reflection, so you can see more of what's under the water. The phong node in the alternate specular just gives you control over the highlights on the waves. The three collapsed nodes that are feeding into the reflection background are just telling P5 that if there isn't anything to reflect, it should show a reflection of the wall texture instead. That stops it showing Poser grey when it reflects empty space. In your case you want to put a cloudy blue sky where those are, to match your sky background.
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