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  1. Thanks for testing this! It’s cool the shape can be exported. What you could do to approximate the look of water is using refraction and reflection in the DAZ default shader: by setting their strengths to 100% and inputting an IoR in the 1.3-1.4 range, you’ll engage the Fresnel reflection attenuation built in the shader. You also need to decrease opacity and diffuse strength for this to work properly, and have something underneath the water to get refracted (if the skydome is spherical, this is enough, I guess) .

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