Last updated on
Jul 13, 2023
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- Graph view
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- Substance function graphs
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Water Level
Water Level
In: Material Filters/Effects
Complex
Description
All-in-one effect that adds a water level to a full material input. Input material must have a good, high-quality Heightmap for the effect to work. The result is PBR-correct.
Parameters
Inputs
- Mask: Grayscale Input
Mask slot used for masking the node's effects.
Parameters
- Channels
Toggle material channels on and off in this group, for example when using Specular/Glossiness maps instead of Metallic/Roughness. - Water Level: 0.0 - 1.0
Main control to raise or lower the water level. - Water Darkness: 0.0 - 1.0
Sets general "transparency" of the water. - Edges Wetness: 0.0 - 1.0
Determines how much of a wet look the water edges should have. - Edges Wetness Distance: 0.0 - 1.0
Sets how far the wet edges reach. - Depth Blur Amount: 0.0 - 1.0
Sets amount of blur based on depth below water. Modifies blur radius. - Depth Blur Opacity: 0.0 - 1.0
Determines how much depth blur is blended in, can be used to lower the effect of the blur. - Sludge Color: (Color value)
Sets the color of the sludge effect. - Sludge Depth: 0.0 - 1.0
Sets the depth at which sludge starts appearing, relative to water level. - Sludge Opacity: 0.0 - 1.0
Sets global opacity of the sludge effect. - Frost: 0.0 - 1.0
Sets the amount of frost. Starts appearing from the outer edges and moves inwards. - Frost Intensity: 0.0 - 1.0
Sets the intensity of frost, controls the "opacity" of the effect. - Frost Cracks: 0.0 - 1.0
Sets the amount of cracks in the transitions from frozen to liquid. - Frost Normal Format: DirectX/OpenGL
Switches Frost Normalmap effect green channel.
Example Images
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