The beauty I find With this method is it allows light to penetrate to a depth below the water surface so that you can get shadowing and silhouettes below the water surface, by adjusting the depth of the second surface you can adjust the amount/depth of light penetration. This surface I colour in a shade of blue to suit what I need but it can be any colour at all. The second surface I make a flat plane and position below the top surface at a distance/depth at about the keel line of the boat being rendered. Putting the bump on the surface makes those Wonderful little wavelets that reflect their surroundings.
To this surface I also added a bump map or in the case of the software that I use, flamingo, a procedural bump map called “rubble” I then adjust that to get the effect I want. This surface I make a Clear glass like surface with a little amount of tint in it. No need to compromise, you have the world at your fingertips. I actually create two surfaces one on top of another, the top surface I create a free-form surface so I can put waves into it if needed. D5 leverages ray tracing and DLSS acceleration to bring you real-time interactivity and near offline rendering correctness. The method I use to create water surfaces is as follows. Pascal Golay shows how templates work and shares many details on how they are used. NXT aimed to deliver better performance over the existing Java-based client. NXT was first teased at RuneFest 2014 as the evolution of the scrapped HTML5 client, though work on NXT had been underway for around two and a half years.
It supersedes the deprecated Java-based Game Client. I have added the two materials for the water in the picture. Work more efficiently and set up Templates in Rhino. NXT is Jagexs internal code name for a downloadable client written in C++ that was released on 18 April 2016. Formshifter here from a previous post is one way to get different water surfaces and colours.