API

Water Material

Water material

The water material can be found here: https://cdn.babylonjs.com/materialsLibrary/babylon.waterMaterial.js

A demo can be found here: PG: Water Material

  • PG: Water Material
  • PG: Water Material
  • PG: Water Material
  • PG: Water Material

The water material needs only a bump texture to render properly. Just create a new instance of the material and assign its bump texture:

import { Texture } from "@babylonjs/core/Materials/Textures/texture";
import { MeshBuilder } from "@babylonjs/core/Meshes/meshBuilder";
import { WaterMaterial } from "@babylonjs/materials/water/waterMaterial";
var ground = MeshBuilder.CreateGround("ground", { width: 512, height: 512, subdivisions: 32 }, scene);
var waterMaterial = new WaterMaterial("water_material", scene);
waterMaterial.bumpTexture = new Texture("bump.png", scene); // Set the bump texture
ground.material = waterMaterial;

To reflect and refract the world, you just have to add the desired meshes to the render list:

waterMaterial.addToRenderList(skybox);
waterMaterial.addToRenderList(mesh1);
waterMaterial.addToRenderList(mesh2);
// ... etc.

That's all.

You can customize the material with these properties:

import { Color3 } from "@babylonjs/core/Maths/math.color";
import { Vector2 } from "@babylonjs/core/Maths/math.vector";
waterMaterial.windForce = 45; // Represents the wind force applied on the water surface
waterMaterial.waveHeight = 1.3; // Represents the height of the waves
waterMaterial.bumpHeight = 0.3; // According to the bump map, represents the pertubation of reflection and refraction
waterMaterial.windDirection = new Vector2(1.0, 1.0); // The wind direction on the water surface (on width and height)
waterMaterial.waterColor = new Color3(0.1, 0.1, 0.6); // Represents the water color mixed with the reflected and refracted world
waterMaterial.colorBlendFactor = 2.0; // Factor to determine how the water color is blended with the reflected and refracted world
waterMaterial.waveLength = 0.1; // The lenght of waves. With smaller values, more waves are generated