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Tidal

A timber pier rests over moving water. Mooring collars, sagging ropes and shore stones make the transition between land and water tangible.

Live interpretation / interact with the viewDownload the 3D study ↗

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.

Look closely

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.