Postshade - Puddle Fx [Eevee, Cycles] 1.0

Post Shade FX in Water


What's better that a quick video showcase to see how it works?...

NODEGROUP SOCKETS

  1. Diffuse Color:  is where your diffuse map or color output should go
  2. AO Color:  is where your Ambient occlusion map should go (if you got one...leave white otherwise  )
  3. Normal Color:  is where your normal map color output should go
  4. Normal Strenght : This value will allow you to increase or decrease the strenght of your normal
  5. Use Puddle Custom normal: This will define (when set to 1) if puddle should use custom normal instead of flat normals
  6. Puddle Custom Normal :  is where your custom puddle normal should go if you maybe want noise on your water surface (rainripples?)
  7. Displacement Value :  is where your displacement map color output should go
  8. Glossiness :  is where your Glossiness or Roughness map should go (don't forget to invert it first if you use roughness instead of glossyness)
  9. Use Custom Noise : This value define if you want to use custom procedural noise instead of displacement height based puddles.
  10. Puddle Height Value :  is the Value that will make your puddle emerge from the ground (go crazy with the values, they're not normalized to allow more control)
  11. Puddle Height Smooth :  is the amount of smooth transition between puddle surface and non wet part of your material.
  12. Puddle Roughness Value : is the amount of pure roughness on your puddles
  13. Puddle Diffuse Color Multiply: This will define the color multiplication of the diffuse trough the water surface.
  14. Mud Amount : is the amount of mud you will want to add to increase realism to your puddles
  15. Mud Smooth : is the amount of smooth transition between mud inside the puddle and the puddle itself
  16. Mud Diffuse Color: basically the mud color
  17. Base Wetness : is the wetness amount you can add to your non puddle part in the material (it can help to reach the result ;) )
  18. Displacement Water Height (CYCLES ONLY) : is the height of the water plane in your material
  19. Displacement Scale  (CYCLES ONLY) : is the amount of real displacement that will be applied to the material when using microdisplacement
  20. Displacement Midlevel  (CYCLES ONLY) : is the Midlevel point of the displacement, basically defines the ground zero.
  21. Custom Noise Scale : s is the scale of the custom noise if you decide to use it instead of displacement based puddles
  22. Custom Noise Detail :  is the amount of detail from the custom noise based puddles.
  23. Custom Noise Dimension :   is the Dimension of detail from the custom noise based puddles.
  24. Custom Noise Offset:  is the 3D offset of your custom noise based puddles. use it to randomize puddles between different objects.
  25. Clear Coat Roughness: is the roughness value of your clearcoat layer on top of the puddles.


If you got any question don't hesitate to contact me , i'll add it later in the FAQ section .

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$5.99

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Details
Sales 80+
Dev Fund Contributor
Published about 4 years ago
Blender Version 2.8, 2.81, 2.82, 2.83, 2.9, 2.91, 2.92, 2.93, 3.0, 3.1, 3.2
License Creative Commons
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