In this tutorial we’re going to create an underwater scene in 3ds Max. We’re going to create a deep blue sea with light rays and bubbles. Creating convincing underwater scene is a challenging task and I’m not even trying to create a physically accurate simulation. Rather I’m using my artistic freedom to neglect some real world rules to get the look and feel I’m going for.
We’re going to render our 3d underwater scene with the Mental Ray. By default 3ds Max uses the Scanline renderer so we have to change that. Change the renderer to Mental Ray ().
Create a plane ( ) in the top viewport . Modify the plane ( ) according to the following parameters :

( )
Add Displace modifier to the plane ( ) and apply the following parameters:
Open Material Editor ( ). Drag and drop the Noise map from the Displace modifier into a material slot in Material Editor and select ‘instance’ when asked. Apply the following parameters to the Noise map:

Now the water geometry is complete so let’s apply a material to it. Open Material Editor ( ), click on the second material slot, and create the material:

In the material settings, go to the ‘Advanced Rendering Options’ rollout and set the following parameter:
Finally we’re going to change the bump map settings to get smaller and steeper waves. In material settings, go the ‘Special Purpose Maps’, click on the Ocean shader, and apply the following parameters:

Since we have highly reflective and refractive material we desperately need effective environment as well. Without environment, the rendered water surface would just appear black. Next we’re going to cheat in 3ds Max. We’re going to create a highly unrealistic environment. However, it just happens to produce the kind of reflections and refractions I’m going for. So let’s create the environment. Go to the environment settings ( ) and apply the following parameters:
Open Material Editor ( ). Drag and drop the Gradient Ramp map from the background settings into a material slot in Material Editor and select ‘instance’ when asked. Apply the following parameters to the Gradient Ramp map:

Let’s prepare our underwater scene for the first rendering. Create a Target camera ( ) in the top viewport. Right-click on the Perspective view and press C in the keyboard to change it to the Camera view. Create ‘mr Area Spot’ ( ) in the front viewport. Move the camera and spotlight around to get something like the picture below.

Apply the following parameters to the area spotlight ( ):
Now it’s a good time to make a test render to see how the water looks like.

Some kind of watery effect but it doesn’t look much like an underwater scene yet. Let’s add Fog to make all the difference.
Go to the Atmosphere settings ( ) and add the Fog:

Before we render, let’s adjust environment ranges. Select the camera, go to the modify panel, and apply the following settings:
Now we see the environment range in the viewport. It’s the area between beige and brown line. The fog will appear between these lines. By default the density of the fog is 0% at near range and 100% at far range. Adjust the values or camera position if necessary.

Render the scene and you should get something like the picture below. Fog works well in underwater scenes. This time it serves two purposes. It fades the water edge to the background and creates the nice blue gradient color.
You could also try different camera angles to get different kind of water surface.

And of course we’re going to create some light rays to enhance the mood of our underwater scene. Go back to the Atmosphere settings ( ) and add Volume light effect:

If you are not familiar with volume lights, I suggest you render now to see how the effect looks by default (so far we’ve just increased the density a little). The next step is going to have a dramatic effect to the volume light. We’re going to use projector map to block most of the light and to use attenuation to fade the light to the background. Select the area spot, go to the modify panel and apply the following parameters:
Open Material Editor ( ), drag and drop the Noise map from the projector map slot into a material slot in the Material Editor, and select ‘instance’ when asked. Apply the following parameters to the Noise map:

Render your underwater scene to see the light rays.

Our unrealistic environment might not be perfect for underwater bubbles but let’s see how they look anyway. Create a particle cloud in the left viewport ( ). Select the particle cloud, go to the modify panel and apply the following settings:
Place the particle cloud so that it fills the view underwater. ( )
As a final thing we’re going to use a glass material for the bubbles. Press M in keyboard to open the Material editor, select a material slot, and create the material:

Render the scene to see the bubbles. Some bubbles look ok while some look too bright. Furthermore, these bubbles are perfect spheres so they are not really realistic as underwater bubbles, but at least they are fast and easy to create!

If you look closely you’ll see some jagged edges in the bubbles. Let’s adjust the sampling settings to get a more polished render. Go to the render setup and increase antialiasing quality by increasing Mental Ray’s sampling values ( ):
Beware, rendering time might be an issue with all these effects and sampling settings (about 1½h with quad core 2,33GHz Q8200). Render your scene to see the final image. I did some adjusting in Photoshop as well:

That’s it. Happy rendering!
In 3d modeling polygon is a plane which has three or more corners. A polygon has a vertex in each corner and is surrounded by edges. Animated high quality 3D characters are often made mostly of four-sided polygons. Polygons with 5 or more sides can cause problems in deforming surfaces such as a human face.
Very nice! Like the end result a lot
Amazing! This is so awesome, thank you !
Amazing, I dont know how you do it. but your a genius
I like it without the bubbles. great tutorial, thanks!
Wow
simply amazing
we only need the naked baby after the bill
great job
Wow, awesome. I’m so pleased. Glad to have you here with us. Thanks bro. Thanks for fulfilling my request. Good job, you’re rock!
No problem. Glad to hear you like it!
Gr8 Tutorial… Thank You
nice tut…
but am not getting any kind of rays in my scene…i followed all the steps which you told above.
finally i got the rays after restarting 3dsmax..
Glad to hear it worked out!
Hi there, you’re tuts are so awesome!! very understanding and easy to follow. I’m a beginner in 3D design. I think it would be great if you do a tut about modelling a character. Keep going like this!
greetz from the Netherlands!!!
Happy to hear you like my tutorials! Character design tutorials are under consideration…
I’ve applied Enviroment Ranges with your settings, but the waters edge is not getting faded. I use all the default settings, and I’ve set up everything just like you show on your pictures. Please help!
Go to the front viewport and check that the Far range ( brown line ) is closer to the camera than the edge of the water (like in the picture in step 10). If you can’t get it to work you can send the file to me and I’ll try to help. I’ll contact you by mail.
Love it!
hi.. just wanted to say thnx. i love your tuts. like everyone i also would love to see a character design or a rigging tutorial. thnx in advance, greetings from Turkey.
Beautiful image. Congrats
i have a question, why does my rendering process takes ages? is there any specific settings for the Final Gather in the indirect illuminance tab that u set? can you list them if you do, and can you tell me how to restore my overall settings back to preset. thanx, a very nice tutorial btw.
Forgot to mention, that this problem occurs only when i add on volume light effect.would be pleased to get a reply from you.
i think only reason why it takes long time is becouse your Prosessor is old. Buy new 800€ quad core prosessor and u render it lot faster
i have same problem.
very nice.i like that
the under-water scene looks like a natural water
hey this a great tut thanks for the share
Hey, fantastic tutorial, and although I don’t use 3DS Max (and therefore have no idea what you’re talking about…), I have to say that this blog is fantastic. Great presentation and all you’re tutorials are smooth, well written and amount to great final resultS! Well-done, and all the best for the future!
Hello, Fantastic tutorial!. i mean WHOA! so well create tutorial about i must say WHOA! best one what i have seen
I hope you make these more
but one thing u could add here. after every step you should make somekind close/open block or something what will explain what happened when that setting maded and what happened when that setting made.. i mean this is awesome tutorial but i have no clue how to this tutorial whitout looking here again
if u can add thatkind thing here it would be perfect
then i dont need go to tutorial websites to look tutorials to create awesomness for employer.
awesome one, gr8 tutorial, you made it so simple. good work
wow
http://www.facebook.com/photo.php?pid=335711&id=100000189109742 here is my result
gr8 work buddy!!!
Hi shiraz.Im Milad from shiraz.Can i have your email plz to have a contact with you?
great tutorial, but i have 2 questions:
1. what unit scale do you use? i used meters and the result differs a little from yours. there’s a repeating structure in the water.
2. i would like to do an animated scene with the camera diving into the water. is it possible to combine this tutorial with the 3d water tutorial, so you can see the sky above the horizon AND water under the surface?
1. I use generic units.
2. Anything is possible but these tutorials don’t mix well. I recommend doing two different scenes and rendering them separately.
hope you make tutorial for character / organic thingy…
Very nice thank you
I CANT GET THE RAYS
((
I RESTARTED MY WHOLE PC NOT ONLY MAX .. AND STILL NOTHING :’(
I WANT RAAAAAAAAAAAAYS
I GOT them
.. i forgot to pick the light in the volume light
LOL
Nice tutorial
Everything turned out the same as yours did.
But I need to get my friend to render it for me, my processor is kind of junk
AAAAAAAA, nooooo. My computer was not good enough to render that. It fired up
((((((((((((
That’s cool!!!
This is an amazing tutorial… I used it for my latest submarine animation though it took two weeks to render the underwater sequence using MentalRay
Well worth it though!
http://www.youtube.com/watch?v=43HgtRhCgDM
(not sure if embeds work)
Jon @ WoodMarvels.com
AAA!Thank you!
wow all tutorial are awesome really good work dude i am really inspired and got so much help from your tutorial
no rays ..only one shaft of bright white light…No rays at all 6 shots at it ..no rays.. in 2011max
Make check three things:
1. There is noise as projector map in the area light
2. The noise in material editor is an instance copy
3. You have applied all the noise settings correctly:
Source: Explicit Map Channel
Noise Type: Turbulence
Levels: 10
Size: 0,05
Low: 0,35
If it doesn’t help, you can send me the file and I’ll try to find the problem. I’ll contact you by email.
thanks for the tutorial
so helpfull
i prefer without bubbles
Mine:
http://s83.photobucket.com/albums/j311/wandering_dragon/?action=view¤t=underwaterscene.png
I really enjoyed doing that one!