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07-848 2005

V-Ray for SketchUp, textures

Water Surface

Use the V-Ray Water Surface texture to create water surfaces with Bump and Displacement maps.

On this page
  1. Overview
  2. UI paths
  3. General workflow
  4. Parameters
  5. Example: Level of Detail
  6. Example: Wind Speed
  7. Example: animation
  8. Example: Height Multiplier
  9. Example: Sharpness
  10. Example: Velocity Coherence
  11. Example: Wave Crest
  12. Example: Vertical Offset
  13. Example: Seed
  14. Texture placement
  15. Notes

Use the V-Ray Water Surface texture to create water surfaces with Bump and Displacement maps.

Overview

Water Surface is an infinite procedural texture that does not repeat cyclically. Use it in Bump and Displacement maps to create ocean-like water surfaces.

UI paths

||V-Ray Asset Editor|| > Textures (right-click) > Water Surface

||V-Ray Asset Editor|| > Create Asset (left-click) > Textures > Water Surface

General workflow

Create a Generic material and apply it to a surface (recommended) or an object.

Make the material fully refractive by setting Refractive Color to (255,255,255) and Refraction IOR to 1.33. Set Reflection Color close to white (222,222,222). Set Max Depth for both Reflection and Refraction to 10.

For blue sea or ocean water, you can set Fog Color to light blue (Refraction > Fog Color).

For Caustics, disable Affect shadows in the Water material's advanced settings (Refraction > Affect Shadows > off).

Add a Displacement asset (Asset editor > Geometry > Displacement) and assign it to the Water Geometry.

Add the Water Surface texture to the Mode/Map slot and use Normal Displacement Mode.

Adjust the material's texture scale to suit your surface.

Parameters

Level of Detail controls the amount of detail in the texture. Higher values make details more pronounced and varied. See the Level of Detail example below.

Wind Speed controls the wind speed and changes the waves' size, shape, height and movement speed. It is measured in system units per second.1 See the Wind Speed example below.

Speed Multiplier controls how fast the waves move.

Height Multiplier controls the amplitude of the waves. See the Height Multiplier example below.

Sharpness controls how sharp the wave crests are. See the Sharpness example below.

Velocity Coherence controls how much the wave directions vary. At 1, all waves move in the same direction, as in coastal areas. At 0, waves move in random directions, as in the open sea. See the Velocity Coherence example below.

Wave Crest controls the length of the wave crests. For realistic results, use smaller values for short crests when Velocity Coherence is low. Use larger values for longer crests when Velocity Coherence is high. See the Wave Crest example below.

Vertical Offset adds a shift to the displacement. See the Vertical Offset example below.

Seed sets the starting point for the random generator. Changing it changes the random wave pattern. If your scene has multiple Ocean Textures, use different Seed values to give each texture a different appearance. See the Seed example below.

Parameters panel with Level of Detail, Wind Speed and wave controls, including Seed set to 345344.

Example: Level of Detail

This example shows how Level of Detail changes the amount of detail in the waves.

Level of Detail example showing smooth water with clear reflections of a buoy and wind turbines.

Level of Detail = 5

Water surface at Level of Detail = 5, with broad ripples distorting the buoy and wind turbine reflections.

Level of Detail = 10

Water surface at Level of Detail = 10, with fine ripples breaking up the buoy and wind turbine reflections.

Level of Detail = 15

Example: Wind Speed

This example shows how Wind Speed changes the size, shape and height of the waves.

Wind Speed example showing rippled water around a buoy, with broken reflections of the buoy and wind turbines.

Wind Speed = 100

Water surface at Wind Speed = 100, with small waves distorting the buoy and wind turbine reflections.

Wind Speed = 300

Wind Speed 300 produces rippled water around a buoy and offshore wind turbines.

Wind Speed = 500

Example: animation

This animation uses the default Wind Speed of 300.

The animation shows water moving beneath offshore wind turbines at the default Wind Speed of 300.

Example: Height Multiplier

This example shows how Height Multiplier changes the height of the waves.

The Height Multiplier example shows gentle waves and clear reflections of a buoy and offshore wind turbines.

Height Multiplier = 1

Height Multiplier 1 produces small waves that break up reflections of a buoy and offshore wind turbines.

Height Multiplier = 3

Height Multiplier 3 produces larger waves and more distorted reflections around a buoy and offshore wind turbines.

Height Multiplier = 6

Example: Sharpness

This example shows how Sharpness changes the sharpness of the wave crests.

The Sharpness example shows rippled wave crests and distorted reflections around a buoy and offshore wind turbines.

Sharpness = 0.2

Water surface at Sharpness = 0.2, with soft ripples and reflections of a buoy and offshore wind turbines.

Sharpness = 0.5

Water surface at Sharpness = 0.5, with defined ripples and distorted reflections of a buoy and wind turbines.

Sharpness = 0.8

Example: Velocity Coherence

This example shows how Velocity Coherence changes the variation in wave direction.

Water surface showing variation in wave direction around a buoy in the Velocity Coherence example.

Velocity Coherence = 0

Water surface at Velocity Coherence = 0, with waves travelling in varied directions around a buoy.

Velocity Coherence = 0.5

Water surface at Velocity Coherence = 0.5, with more aligned ripples around a buoy.

Velocity Coherence = 1

Example: Wave Crest

This example shows how Wave Crest changes the length of the wave crests.

Water surface showing wave crest lengths and distorted buoy and wind turbine reflections in the Wave Crest example.

Wave Crest = 0

Water surface with Wave Crest set to 0, showing gentle waves around a buoy and offshore wind turbines.

Wave Crest = 0.5

Water surface with Wave Crest set to 0.5, showing waves and reflections around a buoy and offshore wind turbines.

Wave Crest = 1

Example: Vertical Offset

This example shows how Vertical Offset adds a shift to the wave displacement.

Vertical Offset example showing the water surface lowered to expose more of the buoy's cylindrical base.

Vertical Offset = -50

Water surface with Vertical Offset set to -50, showing the buoy's base partly submerged.

Vertical Offset = 0

Water surface with Vertical Offset set to 0, showing water reaching the buoy's lower ring.

Vertical Offset = 50

Example: Seed

This example shows how Seed changes the random wave pattern.

Seed example showing a different random wave pattern and distorted reflections around a buoy and wind turbines.

Seed = 1

Water Surface result for Seed = 1, showing ripples and reflections around a buoy and offshore wind turbines.

Seed = 3

Water Surface result for Seed = 3, showing different ripples and reflections around the buoy and wind turbines.

Seed = 5

Texture placement

Type controls how the texture is positioned on the geometry.

3D (World Space) positions the texture using world coordinates, independently of the object's UVs.

Repeat X/Y/Z sets how many times the texture repeats along the X/Y/Z axis.

Lock X/Y/Z Repeat locks the X/Y/Z repeat.

Offset X/Y/Z controls the texture's offset in the X/Y/Z direction.

Rotate X/Y/Z rotates the texture around the X/Y/Z axis.

Texture Placement panel set to 3D (World Space), with Rotate X/Y/Z values all set to 0.

Notes

  1. Wind Speed is calculated in inches, the default SketchUp unit.
Adapted from Chaos documentation: Water Surface. © 2026 Chaos Software EOOD

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