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Having our project pretty much wrapped up as far as the needed simulation tweaks and adjustments, we can now begin to tidy things up a bit in preparing ourselves to render. I'll be working with the Rippling Water04 file that was saved at the end of our last video. Now, the only thing I'm really worried about at this point are two things: making sure that we choose the most realistic water material from the ones that we built in our most recent video, and being sure to return our scene to using the proper viewport orientation before creating our final render. Both are easy fixes.
Let's begin with making our material selection. Now, we created three different looks for our water. Let's go back and render each, so we can make some decisions as to which one will work best for our pool. I'll start with the water material the top row far left, the generic Stream/River. I'll select the water object in our scene, apply the material, then render things up. Now when we last rendered this particular material, we had set its wave height quite high. Let's turn that off and try rendering again. I'm also going to move to a frame where my ball is in the water, so we can see the effect of that contact.
So that's nice, but the water might be a little bit too clear and clean. Let's instead try the glass frosted blue for comparison. Back in the Material Editor, that's the one on second row down, far left. Okay, here we're getting a nice little reflection, but the water looks maybe a little bit to milky. It doesn't look bad, but let's compare that now to the clear blue glass. Okay, now this one I like. Now, for the orientation of our scene for rendering, there is already an animated camera set up in the scene, so it's really just a matter of typing C to make the switch back to the Camera view. So there you go, a little rippling water project, start to finish.
I'll save the final file up as Rippling Water Completed, if you'd like to go in and take a look. Congratulations! Job well done!
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