Reflections or brightness on water

Hello,

I want to make a low poly water. but I’m very new to building materials. I have followed an excellent tutorial and I like the result a lot.

The only problem is that the reflections or brightness do not look as I would like.

I have tried with a solid material and a translucent, but I have not obtained the desired result.

I would like something more like this

This is my material

what dou you recommend?
What material properties should I add / modify to achieve that result?
Should my efforts be focused on the material or illumination of the world?

Thank you very much for your help

You need to set the specular to 1 and the roughness to 0 (or values that appeal to you)
also you will need to have a Sphere/Box Reflection Capture actor covering your water or you activate planar reflections in the Project settings and in the material, but that costs alot of calculation.

the essencial steps for a water material are:

  1. Select the Material node with the Inputs to see the settings in the details tab

  2. Set the Blend mode (material panel) to translucent

  3. Set the Lighting mode (translucency panel) to surface TranslucencyVolume or Surface Forwardshading - this is needed to activate specular

  4. On the specular and opacity channel you can use a Fresenel node

  5. If you like you can put a single value of 1.3333… into the refraction input (it’s the IOR for water)

Some people also set metallic to 1 wich is not physical correct, but do whatever suits the look :wink:

For the Opacity it would actually need the distance from the surface to the object behind it. This is more complex to get, but you should be fine with a fresnel node.

edit: if you want to use the refraction and get strange looking streching artifacts in the water, try to set the refraction from Index Of Refraction to Pixel Normal Offset, it’s less accurate but also less ugly ^^.

You can try to make it unlit, and add fake reflections using cubemap texture, and control its brightness with some additional multiplier. This is cheaper than lit translucency with lightning volume.

Additionaly you can vary deep/shallow water color by interpolating 2 colors with depthfade or normalized differrnce between scenedepth and pixeldepth.