Graphics Reference
In-Depth Information
13. Add a Cube, a UV Sphere, and whatever other objects you want to add floating under
the ocean surface. Assign them very simple and colored Diffuse BSDF materials. Add
a big Cylinder to the background, close to the far side of the Ocean_surface object.
Immerse half of it in water (and half will be in the air). Assign a simple Diffuse BSDF
material to this item too. Smooth the Cylinder and the UV Sphere. If you wish, assign
a Subdivision Surface modifier to the UV Sphere.
14. Now add a Plane. Place it at Location values of X as -3.22600 , Y as -2.79600 ,
and Z as -2.24463 . Enter Edit Mode and scale it 30 times bigger (press A to select
all of the geometry, then press S , enter 30 and press Enter ). Using the Specials
menu (press W ) divide the Plane five or six times. Activate the PET (Proportional
Editing Tool), randomly select vertices, and move them up to model the dunes of the
ocean bed. Exit Edit Mode, smooth it by the Tools tab under the Tool Shelf panel,
and assign a Subdivision Surface modifier at level 2 . Disable the modifier visibility in
the viewport by clicking on the eye icon. Rename it as Ocean_bed .
15. Add a Cube. In Edit Mode, divide it a couple of times (press W , and Subdivide
Smooth), in Proportional Editing mode and by selecting vertices quickly model a big
round rock. Replicate it three or four times by rotating and scaling the copies. Place
them in a scattered manner on the Ocean_bed. Smooth it and assign a Subdivision
Surface modifier. Disable the modifier visibility in the viewport.
16. Go to the World window and click on Use Nodes. Then click on the little square with a
dot on the right side of the color slot. From the menu, select Sky Texture. Click on the
Sky Type button above the little window and switch to the Preetham type.
17. Select the Lamp. In the Object data window, click on the Use Nodes button and set
a yellowish color for the light (set the values for R to 1.000 , G to 0.989 , and B to
0.700 ). Change it to a Sun. Set the Size value to 0.010 and the Strength value to
2.500 . Then set the Rotation values of X to 22° , Y to -7° , and Z to 144° . You might
know that for a Sun Lamp, the location doesn't matter.
18. Go to the Render window. Under the Sampling subpanel, set the Clamp Direct and
the Clamp Indirect values to 1.00 . Then set the Samples to 25 for both Preview and
Render. Under the Light Paths subpanel, disable both the Reflective Caustics and
Refractive Caustics items.
As an alternative, just open the 9931OS_05_underwater_start.blend file and use the
prepared scene.
How to do it...
First, let's perform the easy steps by appending the materials that are already made so that
we can reuse them:
1.
From the 9931OS_03_Rock_procedurals.blend file, append the Rock_proc01
material. Select the Rocks object and assign the newly appended material.
2.
From the 9931OS_03_Ground.blend file, append the Ground_01 material. Select
the Ocean_bed object and assign the material.
 
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