water / waves
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didn't try for water, but you can plug noise/turbulence/marble maps into the power node of the rgb map of diffuse channel play with setting, and add somewhat more detail so the eye gets looses some repetition, might work with the water in other channels
3dmax, zbrush, UE
//Behance profile //BOONAR
//Octane render toolbox 3dsmax
//Behance profile //BOONAR
//Octane render toolbox 3dsmax