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![](https://static.wixstatic.com/media/ca2a5a_2b47bdace7cd4278a449960822c544c6~mv2_d_5596_3731_s_4_2.jpg/v1/fill/w_352,h_235,al_c,q_80,usm_0.66_1.00_0.01,enc_avif,quality_auto/ca2a5a_2b47bdace7cd4278a449960822c544c6~mv2_d_5596_3731_s_4_2.jpg)
This Place
Adventuring through forests after a rainy day. Stepping through puddles, and displacing branches.
Anchor 1
![](https://static.wixstatic.com/media/63a456_bbf2402ca3c54b46b5da1e049d03ed12~mv2.jpeg/v1/fill/w_980,h_551,al_c,q_85,usm_0.66_1.00_0.01,enc_avif,quality_auto/63a456_bbf2402ca3c54b46b5da1e049d03ed12~mv2.jpeg)
Purpose
I wanted to see if I could create water without the need of particle simulations. And also to practice photogrammetry.
So I created a simple water shader in Arnold by playing with transmission levels and creating a procedural displacement map with noise.
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This was also to practice with different displacement settings, and creating more efficient render times with displacement maps.
Render Passes
![](https://static.wixstatic.com/media/63a456_1a4c012e08594ac79ab53665ee6281e5~mv2.png/v1/fill/w_68,h_68,al_c,q_85,usm_0.66_1.00_0.01,enc_avif,quality_auto/63a456_1a4c012e08594ac79ab53665ee6281e5~mv2.png)
![](https://static.wixstatic.com/media/63a456_dafcb947ef3a4dd3ade86374637be054~mv2.png/v1/fill/w_68,h_68,al_c,q_85,usm_0.66_1.00_0.01,enc_avif,quality_auto/63a456_dafcb947ef3a4dd3ade86374637be054~mv2.png)
![](https://static.wixstatic.com/media/63a456_573441fecf144b6da68a075de328ddab~mv2.png/v1/fill/w_68,h_68,al_c,q_85,usm_0.66_1.00_0.01,enc_avif,quality_auto/63a456_573441fecf144b6da68a075de328ddab~mv2.png)
![](https://static.wixstatic.com/media/63a456_fb9863de4d4d4c3698b4adebaccd009f~mv2.png/v1/fill/w_68,h_68,al_c,q_85,usm_0.66_1.00_0.01,enc_avif,quality_auto/63a456_fb9863de4d4d4c3698b4adebaccd009f~mv2.png)
Tools:
Maya, Arnold, Substance Painter, Photo scan, Zbrush 4R8
Responsibilities: All aspects
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