Graphics Programs Reference
In-Depth Information
Creating
underwater
environment
materials
In this recipe, we will create an underwater environment, looking especially at a fake
caustic effect projected by the water's wavy surface and at the deep "atmospheric"
perspective, obtained by a per material dedicated node group, as shown here:
Getting ready
Let's start by preparing the scene:
1. Start Blender and switch to the Cycles rendering engine. Select the cube
and go in edit mode, scale it 21 times bigger (press A to select all the geo-
metry and then press S , digit 21 , and hit Enter ), then scale it on the Z axis
to 0.300 (press S , followed by Z , digit .3 , and hit Enter ).
2. Go out of edit mode, switch to the Objects Modifiers window, and assign
a Subdivision Surface modifier. Set the type of subdivision to Simple and
the Subdivision value for both the View and the Render levels to 4 .
3. Add a second Subdivision Surface modifier and set the type of subdi-
vision to Simple and the Subdivision value for both the View and the
Render levels to 2 .
4. Now assign an Ocean modifier. Set Geometry to Displace , Spatial Size
to 20 , and Resolution to 12 .
5. Go in the Object Data window and click on the + icon under UV Maps to
add a set of UV coordinates. There is no need to unwrap the cube.
6. Press N and in the Transform panel set these values for the cube: Loca-
tion to X 3.22600 , Y 2.79600 , Z -0.20400 .
7. Be sure to be at frame 1 and place the mouse in the modifier's Time slot,
press I to add a key for the animation. Go at frame 25 , change the Time
value from 1.00 to 2.00 and press I again to set a second key.
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