Rope dangling in water

1
The animated camera.
2
Array of lights to recreate ambient lighting.
3
Main directional light.
4
Simplified mesh of a fish. The whole fish appearence rellies on texturing and movement.
5
Chain of bones following a spline, creating the movement of the fish.
6
The path spline for the fish.
7
The group containing the rope geometry and Xpresso expression that calculates the rope swinging movement.
8
The coordinates of the actual end of the rope (spline) are calculated, starting from the position of this null.
9
The rope is a simple SweepNURBS with a "modeling texture" applied. The Xpresso expression calculates the swinging movement from the position of two points on the deformed "water" mesh (see Xpresso detail). The Stick Texture Tag prevents the texture from sliding over the rope as it moves.
10
Polygonal rocks with a procedural "moss" texture applied.
11
The group containing the "lake" mesh.
12
HyperNURBS object to smooth the low-poly mesh of the "lake".
13
Box mesh with only the top subdivided. Contains a Selection tag of only the top polygons.
14
Wind deformer that creates the water macro-movement. The water micro-movement is created with the Water shader in the bump channel (the material is applied to the HyperNURBS [12]).
15
An instance of the water mesh (already deformed by the Wind deformer) and slightly lowered in the Y coordinate. This allows for the application of the "murkiness" material.
16
Group containing the geometry of the pear. It uses several primitives deformed with FFD and with a procedural material applied.

1
The box polygonal mesh that defines the water.
2
Get the coordinates of a specific point of the mesh.
3
Get the coordinates of another specific point of the mesh.
4
Adds both coordinates.
5
Divides by three.
6
Get the global position of the null that defines the position of the end of the rope.
7
Split the vector into its three separate components.
8
Adds the x coordinate of the null with the calculated value.
9
Joins the separate components (the original y and z and the modified x) into a vector.
10
The spline that defines the rope.
11
Feeds the calculated vector into the last point of the spline.


Color
Simple RGB white. Since this is a "metallic" texture, the color channel defines the color of the specular spot.
Reflection
A noise shader with metallic green spots.
Bump
A fine noise to simulate scales.
Specular
Mode set to Metal. High specularity.

Color
A Fusion of two noises. One, black and white, for the stone surface. Other, dark green and medium green, for the moss. A noisy vertical Falloff shader serves as mask.
Diffusion
Set a bit lower than 100% to darken the stones.
Specular
Low specular. No need to add specularity to things that are already inside water.

  A simple Wood shader.

Color
A simple unsaturated RGB yellow.
Diffusion
A diagonal gradient set to Cycle.
Bump
A vertically stretched noise to simulate the fibers.
Specular
Low, wide specular, almost like cloth.
Displacement
Another diagonal gradient set to Cycle.

Color
A simple RGB dark brown.
Reflection
Some reflection as moist surfaces are reflective.
Alpha
An adjusted (Brightness&Contrast) Proximal shader set to react to the proximity of the water object.
Specular
Small, narrow specularity.

Fog
Dark green. Distance set to how deep the water becomes fully opaque.

Color
A simple RGB dark green.
Transparency
A simple unsaturated green. Refraction set to a value high enough to emulate water refraction. Fresnel should be turned on.
Reflection
A simple unsaturated green.
Bump
Water shader.
Specular
Strong, hard specular.