I’m trying to define a water material and using the following code:
// Create the WaterMaterial
var waterMaterial = new BABYLON.WaterMaterial(“water_material”, scene);
// Assign a bump texture for water waves
waterMaterial.bumpTexture = new BABYLON.Texture(“materials/Effects/Water/Water_Bump.jpg”, scene);
// Configure water properties
waterMaterial.windForce = 45; // Wind force
waterMaterial.waveHeight = 1.3; // Height of waves
waterMaterial.bumpHeight = 0.3; // Perturbation strength
waterMaterial.windDirection = new BABYLON.Vector2(1.0, 1.0); // Wind direction
waterMaterial.waterColor = new BABYLON.Color3(0.1, 0.1, 0.6); // Water color
waterMaterial.colorBlendFactor = 0.5; // Adjust blending (lower for more transparency)
waterMaterial.waveLength = 0.1; // Wave length
// Add objects to the render list for reflection and refraction
if (selectedMesh) waterMaterial.addToRenderList(selectedMesh); // Ensure selectedMesh exists
if (skybox) waterMaterial.addToRenderList(skybox); // Ensure skybox exists
// Assign the water material to the water mesh
selectedMesh.material = waterMaterial; // Replace waterMesh
with your actual water plane
var reflectionProbe = new BABYLON.ReflectionProbe(“waterReflection”, 512, scene);
reflectionProbe.renderList.push(skybox, selectedMesh); // Add objects for reflection
reflectionProbe.attachToMesh(selectedMesh);
// Enable back face culling
waterMaterial.backFaceCulling = true;
// Set the water mesh to be double-sided
selectedMesh.material.backFaceCulling = false;
What I’m getting is a perfect metalic mirror, but no water effect.
Any advice please?