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mental ray Architectural and Design Visualization Shader Library

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56 2 <strong>Architectural</strong> MaterialSet diffuse weight to 0.0, reflectivity to 1.0 <strong>and</strong> transparency to 0.0 (yes, we do not userefraction at all!).Set the refr ior to 1.33 <strong>and</strong> brdf fresnel to on. Apply some interesting wobbly shader tobump <strong>and</strong> our ocean is basically done!This ocean has only reflections guided by the IOR. But this might work fine - try it. Justmake sure there is something there for it to reflect! Add a sky map, objects, or a just a bluegradient background. There must be something or it will be completely black.The Ocean isn’t blue - the sky isFor a more “tropical” look, try setting diffuse to some slight greenish/blueish color, set thediffuse weight to some fairly low number (0.1) <strong>and</strong> check the no diffuse bump checkbox.Now we have a “‘base color” in the water which emulates the little bit of scattering occurringin the top level of the ocean.

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