Is there a way to avoid that ?
Thanks
@DaMaGepy
I tried to use multiples trigger_push to stabilize the player but doesn't it give the desired result...
we should directly act on the entity but it sounds complicated !
About my previous post "bottom_material", when I use your water with a 3D skybox, the water dissapear like that:

How do I do to avoid that ?
I kept your water settings and I put that in my skybox .vmt
"UnLitGeneric"
{
"$basetexture" "skybox/[skybox side name]"
"$nofog" 1
}
Thanks
@DaMaGepy
It seems the water don't render correctly with func_water_analog, so i only use it as func_detail
Works fine with 2D skybox + water and water only ... but not with 3D skybox and water !
I saw this post:
mapping-help/skybox-reflections-on-the-water-s-surface-t7250.html
But I don't know what to conclude ..
Kwinten06 wrote:
@DaMaGepy
It seems the water don't render correctly with func_water_analog, so i only use it as func_detail
Works fine with 2D skybox + water and water only ... but not with 3D skybox and water !
I saw this post:
mapping-help/skybox-reflections-on-the-water-s-surface-t7250.html
But I don't know what to conclude ..
NEVER tie a water volume to any brush entity (func_detail, func_brush, func_door, etc.), except for the specific case of the func_water_analog. So select your water brush into Hammer and hit that "Move to World" button at your right side. Then your water should be correctly rendered.
About that thread that I posted time ago regarding the water reflections, take just the following useful conclusions:
You are doing correctly using those settings for your skybox materials:
"UnLitGeneric"
{
"$basetexture" "skybox/[skybox side name]"
"$nofog" 1
}
By the way, your picture shows a lack of a material, probably the flowwmap or normalmap texture, check it out... maybe you are receiving some error messages in the console, check it too.
Your best choice would be to use a normal water brush to let the player swim a bit more realistically, and to have a different water material for the func_water_analog to have a moving water. To get good results on only one custom water material that can additionally be moved is going to be very difficult, if not impossible...

Quote:
About that thread that I posted time ago regarding the water reflections, take just the following useful conclusions:
- you can change the skybox in mid-game; this is good for longer maps where you need several ambients, or a day and a night for example...
- in order for the env_sun to actually appear in your sky, you need the "$ignorez 1" parameter.
- in general, avoid the usage of the "$ignorez 1" param.
Thank you man
This help me a lot !!
Quote:
By the way, your picture shows a lack of a material, probably the flowwmap or normalmap texture, check it out... maybe you are receiving some error messages in the console, check it too.
No errors in the console and no missing materials for me (i took all water materials of DaMaGepy); i think this is just the fact of leak with 3D skybox which make it tranlucent ! (that's we can see the piston instance)
Quote:
Your best choice would be to use a normal water brush to let the player swim a bit more realistically, and to have a different water material for the func_water_analog to have a moving water
That why I keep your turquoise water for moving_water, which is the best for that
Quote:
To get good results on only one custom water material that can additionally be moved is going to be very difficult, if not impossible...
this is what I was looking for precisely. I suppose this is not possible so ... 
and I really love 3D Skybox, so I will remove it only when the water will be essential; in any case, thank you for this beautiful water