This function computes a Water surface with randomly positioned wave centers. By default the water function is used to create bumpmaps (Image 1), but you can also create textures like e.g. coral (Image 2) or agate (Image 4).

The complexity of the rendered pattern is influenced by the Elements Count value. It defines the number of rendered waves. The Size parameter is ignored by this function.

Use the Amplify value to control the amplitude of the waves. Sometimes it is better to render the water with a small amplitude and maximize the contrast with the Color/Maximize function afterwards.

Control the wave frequency with the tiling values. Usually X-Tile equals the Y-Tile value, but you can achieve interesting effects by increasing only one of the two values (Image 3).

The water function is very qualified for the creation of animated textures. Increasing the Time Offset parameter will make the waves proceed. 1000 time frames form a looping animation.

Each Random Seed value defines an unique wave pattern.