Kung-Fu Frog - Very much a Work-In-Progress. Still working on the character, lighting, minor post work done on splashes.
After a better ripple effect with reflections.
Comments and advice are very welcome.
Recommendation 1 - read up on how to use the DForm tool for your water object ripple effects. It works, but the process is not very intuitive. I'm probably also not the best person to try to explain it, hehe. At a high level the effect "field" object in your scenes tab is where the deformation is to happen, and the DForm point object is where you grab the universal handles to move the direction/intensity of the effect. Moving it up the Y axis increases the vertical component of the effect for example. The Z axis increases/decreases the depth (as seen from the default forward view point) and X axis increases/decreases the width. A bit of experimentation and playing with some test renders should give you the hang of what each part of the DForm tool is doing to your water object. I also played with the "spline" setting replicating a short frequency sign wave on the two dimensional chart (I added multiple other points for this).
Lighting 101 is to implement at least two sources. Primary light, and a fill light. Outdoors this can be done with a distant light and ambient light. Indoors, I prefer to use at least a backlight as well, and usually light with spotlights (I don't generally use distant lights for indoors unless I want light coming in from a window/door), linear point lights (for visible light sources), and enough ambient to relieve shadow harshness (unless harsh shadows are what you are trying to achieve).
As far as the character and overall composition, I probably wouldn't change much myself. I'd also be curious to hear/see how you are implementing your splashing effect.
p.s. when first learning the DForm tool I recommend playing with a simple untextured primitive plane object in an empty scene to get a feel for how it interacts with a surface. Once you get a ripple effect you like with the plane, you can then take that knowledge and apply it to manipulating your water object. This just makes it a bit easier to see what is happening than trying to work it with your object already in a populated scene.
Kismet & Zmortis
Many thanks for the feedback.
Ripples are definitely on the drawing board starting from tomorrow, looks like deformers will push me out of my comfort zone,
but then that's why I entered. Have been trying to advance my DAZ3D skills before I get too involved in Carrara (more learning).
For the implementing of the splashing effect I was using brushes in Paint Shop Pro as post-work on the render.
I have some of Ron's brushes and can definitely recommend them.
I still need to buy his water effects, I am using a freebie which I was able to get a result with,
but I am sure Ron's will have a better selection for a better result.
As a general rule I try and do as much in the DAZ modelling I can and keep the post-work to only what can't be done
or if a special effect is needed that is best done in post-work.
If you have not used brushes before in PS or PSP they are something that you should add to your graphics skills.
There's a lot more that can be done than just dot shapes !!!!!!!!!
There are also some excellent tutorials on the internet on how to use brushes.
Many thanks for the comments and feedback, is welcome and appreciated !!!!!!!