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Metal Shader

Corrugated
Metal

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Water Shader Step by step tutorial - 1 - 2 - 3 - 4

STEP 2: Noise

 

float wave_macro = getWave(s, macro_freq, phase, macro_chop, p);
hump = wave_macro;
P = P - n * hump * Km;
N = calculatenormal(P);

LIBRARY FUNCTION
float getWave(float angle, freq, phase, chop;
point p)
{
float custom_chop = phase + (noise(p)-0.5) * chop;
return sin((angle + phase + custom_chop) * 2 * PI * freq);
}

Noise is added to the wave function.

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