Laboratory / 46 of 50 / Environment
Tidal
A timber pier rests over moving water. Mooring collars, sagging ropes and shore stones make the transition between land and water tangible.
The source idea
ChuckCG uses an environment texture and sun, mixes glass with transparency using a light-path factor, and feeds Noise at scale 120 into a low-strength Bump. Volume absorption colors the water; its IOR is approximately 1.33.
Our interpretation
Our original dock separates every timber plank, carries cylindrical pilings and lays rope curves between them. Noise at 120 drives a Bump at strength 0.05, baked into a packed tangent normal map. The Blender master also retains volume absorption at density 0.3. Two signed morph targets add a traveling swell; the browser uses transmission and an IOR of 1.333.
Scrub between quarter-cycle poses and watch the waterline beside a fixed piling. Orbit to inspect the plank gaps, mooring collars and sagging rope.
What this study demonstrates
This is hands-on water shader practice with a baked fine ripple normal map. The master retains a Cycles absorption node; the browser uses glTF transmission and a tinted surface because the tutorial’s light-path mix and volume absorption do not export as the same shader. The larger traveling swell is an original morph animation, not a fluid simulation.