Today I did some brief experiments with rendering water textures in v-ray for rhino. There are several fundamental things to achieving the right effect. I didn’t test these under proper lighting conditions, just using default scene lights, but the main idea is transferable.
For starters, water is going to be generated with a displacement map. So, make sure the surface you are applying the water texture to won’t exceed the boundaries it’s supposed to fit in.
Secondly, the reflection can be a bit tricky to get right. It all depends on what you’re going for. I think I washed it out a little too much below.
Next is the size and frequency of your waves. These are adjusted in the displacement settings. In order to get the wave effect, I tend to stick with the stock noise maps as they’re generally pretty reliable and give you far more variable control than if you were to try and create them yourself in photoshop.
The colour that the water gives off is not through the diffuse map, but rather inside the refraction tab of the material, it is added as a fog colour, and the colour multiplier along with the transparency of the refraction map affect the strength of the output. This water was achieved with a pale blue-ish colour. Also, make sure you set your refractive indexes to 1.33 (the refractive index of water), as well as in your reflection under the fresnel map.
A few final tweaks, and here’s the resulting water. An HDRI background map always ensures to give you better reflections in your scenes too.
If you want to use my water texture you can download it from my google drive