These are some ice cubes I created. Below are the components of what makes a cube of ice:
– The displacement is based on the difference between F2 and F1 voronoi, fractalized (scale is repeatedly multiplied by constant "n", texture is also repeatedly divided by n, all passes are added together)
– The normal map is just Improved Perlin Noise (16 octaves)
Materials:
– Glass (Transmissive)
– Refraction (IOR = 1.330)
– Glossy
–Mix based on fresnel reflectance (i_0 + (1-i_0)(1-cos(incoming angle))^5)
– Volumetric
– Very little absorption
– A little more but still little scattering
These models can be used, as long as ***credit is given***