The Underwater Look
Power to the People

Brief Synopsis

 

Introduction

In this tutorial, I'll demonstrate a quick & easy way to set up a complete underwater scene.

This tutorial requires:

Pixels3D | studio | v3.x
Understanding of techniques explained in previous 56 tutorials

Downloads
Tutorial Support Files
Create an Ocean Floor
For the ocean floor, create a large mesh, about 30x30. Reshape>Displace the Mesh by 0, 8, 0, or until it looks something like this.
Create an Environment Sphere
Create a Sphere, and scale it up until it encompasses the entire scene. This will serve as more of a backdrop for the scene than an environment.
Model Some Coral Objects
Deform & Displace some cylinders to create shapes similar to those shown.
Set up the Lighting

This is an outdoor underwater scene, so set the Light Type to Sun. Raise it high above the scene.

Set up the Fog

We'll use fog to simulate the volume of the particulates in the water.

In Render Setup, change the Background & Fog color to a medium grayish-blue color.

And, with the Camera selected, change the Fog Radii as shown. Once the fog is set up, objects will be faded to the fog color based on their distance from the camera.
Test Render

With no shaders yet applied, the scene is completely unconvincing. Notice the fog effect.

Shading

Coral is very porous, and has a tremendous amount of detail. To model such detail would be futile. Instead, we'll use some of Pixels 3D Studio's built-in fractal noise functions.

The high bump value for the fBm is the key here. It provides enough variation to give the illusion of a complex surface.

From this shader, I created two more, with varying colors. Those will be applied to the ocean floor, and other objects added to the scene.

All of the shaders are included in the tutorial support files.

Keep Going

Chaos is the key here. Create additional shapes - debris, sticks, shells, fish, etc. to complement the scene.

See the caustics tutorials for other underwater lighting ideas.

 

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