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<?xml version="1.0" encoding="utf-8" ?>
<scenedata>
<medium>
<name>Rippled Water_medium</name>
<precedence>2</precedence>
<basic>
<ior>1.33</ior>
<cauchy_b_coeff>0</cauchy_b_coeff>
<absorption_coefficient_spectrum>
<rgb>
<rgb>1 0.3 0.1</rgb>
<gamma>2.2</gamma>
</rgb>
</absorption_coefficient_spectrum>
</basic>
</medium>
<material>
<name>Rippled Water</name>
<specular>
<internal_medium_name>Rippled Water_medium</internal_medium_name>
<transparent>true</transparent>
<bump>
<shader>
<shader>
<![CDATA[def eval() real :
fbm(
getTexCoords(0) * 10.0, # The multiplier here controls the frequency of the waves.
3 # The number of noise octaves. More octaves = smaller waves.
) *
0.01 # This is the wave height in metres]]>
</shader>
</shader>
</bump>
<layer>0</layer>
</specular>
</material>
</scenedata>