AnAardvark opened this issue on Dec 15, 2009 · 9 posts
AnAardvark posted Wed, 16 December 2009 at 3:27 PM
I think for the image I'm just beginning on, the mirror approach will work well. I won't need a displacement, since the water prop already has a morphing geometry. However, I would like to know how to handle both cases. I'm going to guess that it will look a bit like your open water shader (which uses both reflect and refraction rather than fresnel so it handles non-clear water.)
When I manage to get my first attempt done, I'll post it.
Isn't specularity also affected underwater?