I decided to start some much-belated animated renders of the model to put into my reel. I decided I needed to gussy it up a bit and started building some accessaries, including the SG-1/Atlantis version of the puddle.
I was hoping to do it entirely in-camera, but I don't think that's possible in modern Lightwave. The cheat I came up with before (ramping up the reflectivity up to something like 10,000% as it approached the center of the disc) doesn't work in the physically-based renderer, and any other tricks I've tried also haven't worked (the fake shimmers I used on the movie version are too solid and harsh to match the softer TV look). What I'm leaning towards is doing a pre-render of the highlights and general reflections from a fractal turbulence noise map, and applying that to an object that has a low-spec, high-roughness version of the surface, so the puddle can have some change in lighting depending on its environment. I'll have to do some experiments to dial that in. Right now, the fresnel effect is driving me crazy, if you're looking at the puddle edge-on, no matter what I do to the settings, it almost always turns into a near-perfect mirror. I just want a little bit of a subtle color tint, the kind of thing a compositor would do on the show to help set the element into the filmed scene, not something as reflective as the movie version.
Though if I am pre-rendering it, I think I'm going to take one more try at shining the light through a transparent version, of having it show up as a reflection.
Anyway, I think I've gotten the basic elements more-or-less down in terms of color, proportion, and timing. This video compares my current version (on the left) to a render used on the shows for their "practical" puddle effect (right), which was projected on to a screen mounted inside the stargate setpiece. I'm trying to match a slightly later version of the effect, from the first episode of Stargate Universe, so that's why I've got smaller ripples and it's a bit darker towards the edges.
I'm also not super-satisfied with the shape and movement of the ripples overall, but Lightwave's "Ripples" procedural only has so many options (I'm actually using five levels of it to help break up the pattern further). I tried the water wave textures from Denis Pontonnier's Renderman shader ports, but those were totally off. I do wish someone had ever talked about the nuts-and-bolts of how the puddle was done for the shows. The main vendor the shows used seemed to have it nailed down by season 3 of SG-1 (you could always tell when another VFX house had to do the effect for an episode), but I don't think I've ever even seen someone say what program was used, never mind any kind of detailed description of the settings.