CREATING UNDERWATER SCENES by
Pål Vågsæther Karlsen
Creating underwater scenes is one of those things. You need to know how
to do it. And it's also quite easy to do,
especially with 3D Studio MAX. MAX has a
lot of features built in that are very
useful for creating those ship-wreck
environment. This tutorial shows you how
to easily build a believable
underwater-environment, and you need to
know how to use environment effects (fog
and volume lights) and a few features in
the material editor. Finally, there will
be a few extra tips for you Sand Blaster
users out there. I will also asume you
know the basics of 3D Studio MAX, so I
won't go into how to scale mapping
coordinates and such things. I will also
create a ZIP-file which you can download
at the bottom of this page, which will
include materials, maps and scenes.
Ok.....dive in!
Step 1. First of all, we
need the ocean-floor. Create a box with
these measures:
Length: 200.0
Width: 200.0
Height: -5.0
Length Segs: 75
Width Segs: 75
Height Segs: 1
With this, you have the basic element
of your floor. To make it look more
natural, or "not computer-generated", add
a noise modifier to it:
Here is the Noise rollout. Set the
parametres like this: Fractal on and
Z-scale to 10. Notice that if you want the
floor to be more "rocky", just increase
the Z-value. But for this tutorial, 10
will do.
Ok, now we need the material. This is
actually quite easy, because the material
I use for this tutorial is the standard
Sand Texture you find in the default
MAX material library. So there is no need
to include that map in the ZIP-file. Apply
the material to the ocean-floor and apply
an UVW Map modifier to set the
mapping coordinates. Scale the mapping any
way you like it. Now, we're ready for a
test-render:
Notice that there is no
light-sources in the scene so far, so the
light here is from the default MAX light.
Ok, so now we have the ocean-floor.
This is just one of many steps, so read
on.
Step 2. Next we need to
think of how things look under water. One
thing we have to think about, is that we
can't see very far. This is due to light
having to travel through water, which is
substantially more dense than air. Thus,
we have to create the notion of water in
our scene. This can easily be done with
Fog. Go into the Environment dialogue
box (on the Rendering menu), and add a Fog
effect. This should have these values:
These are the values I used for the
fog.
Note that the fog-colour is (R:
58 G: 91 B: 99). This colour
will make it look dark, yet not too dark.
If your scene is way down (like thousands
of feet) you could use a darker colour.
You will have to experiment with this to
see what fits your scene. Here is another
test-rendering:
A new test-rendering, with fog. Now
it's starting to look like it's under
water........or a very toxic planet.
Step 3. Next, we will add
the underwater light. Remember those
Flipper-episodes? With the light under
water? This is called Caustic
light. This appears when light is
refracted through the water with it's
ripples and waves. This can also be done
vert easily, with a projector. I will also
include the image I use for the projector
in the ZIP-file at the end of this
tutorial. (The name of the map is
caustic.jpg).
First of all, create the light-source.
This should be a spot-light (or
directional light, but I use spot) some
distance away from the ocean floor:
Here is the light-source from the
front-viewport. The light's colour is here
(R: 180 G: 203 B:
211)
Go into the material editor, pick a
free slot (I picked the 6th slot), and add
a new material; choose Bitmap. The way to
do this, is click the "Get Material"
button, and pick a "Bitmap". Now, in the
empty Bitmap-slot, pick caustic.jpg
(remember to put the map from the zip-file
in the 3dsmax\maps directory). That's it
for the material. Now go to the spot-light
again, and turn on Projector. Next
to that, click Assign and choose
the caustic.jpg map from the material
editor (I said earlier I won't go into
these things, because this is basic MAX
stuff). Here is the material settings and
the light settings:
These are the settings in my scene.
We're ready for another test-render:
Notice how the caustic lighting adds
the "underwater" feeling to the scene.
Next, to make it look like the water
has some substance, add a volume light to
the spot-light. This is done in the
Environment dialogue box (in the Rendering
menu). Add a new effect, choose Volume
Light, and pick the spot-light for it.
Also, set the Density to 1.0, or the scene
will look completely white. I also use
completely white for the fog-colour, but
of course you can experiment with this to
see what fits your scene. The light will
now cast faint rays that make the light
look like its really traveling through
water.
And that's it! This is the basic stuff
for making underwater scenes. Add rock,
ship-wrecks, whatever to make this look
like an underwater scene. Of course, no
sea life is pretty dull, so read the
Sea-Weed and Sand Blaster sections further
down to se how you can add more life.
Anyway, here is the final render for
this scene:
Voila! Your own personal ocean
floor.
The mesh for this is included as
scene.max in the ZIP-file. Remember to
put the caustic.jpg in your
maps-directory, or it loses some of it's
impact.
Sea-Weed
Here is a small tip for you: if you
have a mesh of a weed or reed of some
kind, it's quite easy to make it look like
sea-weed. Here is a Reed I created with
Silicon Garden (for 3D Studio R4) and also
scaled in the z-direction:
A perfectly normal garden reed,
unsuspecting of what's going to hit it....
Next, to get that "underwater" look,
just put a Wave spacewarp on it. Here is
the waved reed:
Vive la wave. Here is the waved
reed. Don't you just love
Spacewarps?
The mesh for this reed (with the wave)
is included as weed.max in the
ZIP-file.
Sand Blaster
Ok, now it's time to roll out your Sand
Blaster. If you don't have SB, this
section is meaningless. However, this is
also achievable woth normanl MAX features;
it just takes a lot more work. This
section will show you how to make bubbles
with Sand Blaster.
Ok, imagine you're making a scene with
a diver or something else that might need
bubbles. With Sand Blaster, this is quite
easy. Let's say you have a broken
air-hose. This will most definately create
bubbles. For this, I start a new scene,
and make a tube just as an example):
The tube.
Also, as you know if you've been using
SB, you need an emitter. For this example,
I place a small GeoSphere at the mouth of
the tube. I also place the SB system, and
rotate it in place:
The particle system (SB) and the
tube. This is at frame 30. See below to
check out the settings for SB.
Now please remember to hide the sphere,
as it only serves as an emitter. If you
hide it (under the Display-tab) it will
still affect the SB-system.
Ok, to set up the SB-system, you will
have to tweak this at your own. For this
tutorial, I set both Particle
Activation and Render Activation
on, and leave the particle number at the
default count of 100 (I will not show a
screen-shot of this, because the rollout
is pretty intimidating in size). Under
Render I set the particles to be
Spheres, and change Particle Scale
to 5.0 and Scale Variation to 0.3.
This means that the spheres, or bubbles,
will be somewhat varied in size. These
numbers might need other counts in your
scene, but this is what I used. And that's
it for the particles. You also need a
material for it. That will also have to be
adjusted to your scene, so I won't go into
making that. However, it should be
transparent, and maybe have a faint
reflection map (just a bitmap will do).
Here is the rendering of these bubbles at
frame 30:
Here is the rendering of these
bubbles. This is just an example, so don't
mind the dull background. However, this
technique can be used to easily create
bubbles, and its also animateable. If you
see some strange "light colours" around
the objects in this image, that's only a
result of the jpg-compression.
And that's it. The mesh for this is
included as bubbles.max in the
ZIP-file. If you load this without SB
installed, you will experience errors.
Additional tip: This technique
can also be used to create swarms of fish.
Just make one fish, and use that as a
custom particle. If you do this, please
mind the orientation of the particles. Set
it to follow the path. You also want to
create a target as well, so that the
particles (fish) flow from one point to
another.
Throughout this tutorial I have used
several techniques, and also a map you
might not have. Therefore, I have compiled
a ZIP-file with all three scenes (scene.max,
weed.max and bubbles.max)
and the caustic.jpg map for the
caustic light. Download
examples.zip here and take a
look first-hand. Please not that you will
need the caustic.jpg map in your
maps directory to render the main scene.
You will also need Sand Blaster installed
if you want to look at bubbles.max.
Here is an image I created a while ago.
It is an underwater scene where I use all
of the above techniques.
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