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!
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Nice tut! Appreciate the time u put into it ))
I learned alot, thanks again
Heres my result (Vray engine)
First render,dont know how i got them ripples in the rays tho,will tweak some some ^-)
http://img707.imageshack.us/img707/2719/underwater02.jpg
arch and design was not in the materials list… do i need to down load it or something?
No, It’s there. You probably have to change the renderer to mental ray first.
Dru, u need to select Mental ray as your renderer (afaik)
superb tutorial……..1st time i looking this image was v ray rendering….unbelievable…. rendering…?…………thnx…….polygonblog
The best tutorials I’ve been able to find about rendering water. Very nice job!
Any thoughts as to how you might go about rendering a scene that has contents both above *and below* the surface of the water? It seems like the fog and volumetric lighting would cause problems above the water’s surface… two separate renderings, maybe?
Thanks for the great work!
Thank you! I’d do two separate renderings.
Thanks a ton! I learned alot!!
Awesome… Very very helpful! Tnks
Hi, thanks man i love such tutorials.thank you very much again.
Thanks! Really Good Tutorial. Keep up the good work.
Hi,
When I try to render my scene after having added the lightrays it stops at “100% Computing Final Gather Points” for some reason. If I turn the camera away from the light and render, it works fine.
Anyone care to help?
It takes a lot of time to render this (1,5h in my case) so it might just progress very very slowly.
Yep, you’re right. I let it stay on for a good while, and it started rendering. Takes a good while!
hey awsome tutorial but i was wondering about something, what if i want to move the camera from under water to above water? i tried to do that but didnt get nice resault bec of the stuff in enviroment
http://www.facebook.com/photo.php?fbid=478614627191&set=a.352043527191.154549.533712191
heres my try
Wow nice tut but you’re right rendering takes a long time.
the airbubbles underneath the water have a lower optical density than the water. so you should use a refractional index, that is lower than 1. ussually n(water)= 1.33 n(air)= 1.003 so the refactional index of the bubbles should be 1.003/1.33 which is appr.= 0.75. but this is just a little correction due to physical corecctness.
very nice tut.
(this is actually one of the very few cases where u need a refactional index lower than 1…
Thank you Richard for your insight!
thanks! really good tutorial . keep up the good work.
Great tutorial! Thanks
Brilliant tutorial! Very easy to understand and well written, however the light rays are not showing up for me in the final render (everything else works just fine). Any ideas?
Thanks ! You save me for my student work !!! Thank you so much !
I don’t have the right program to do this kind of thing myself, I’m hoping you won’t mind if I borrow this for a background.
(asking first, if you do mind I’ll try something else.)
Its avery good tutorial..:)
I learned a lot frm tis..:)
Thankssssss polygonblog..:)
Cheers..
yesssssssssssss….
i got the effect..:)
Great tutorial, I got it working!
I have a slight problem when animating the scene. It seems like the water surface is remapping itself every few frames. How can I fix this issue? Is it the turbulence noise?
could you tell me how to make bubbles and under water light motion?
HI great tutorial!! but i have question if any one would answer please, i put camera in scene but when it rotates the surface of the water changes so fast.. i tried to play around with the noise and everything in the material editor but couldnt know whats wrong any one?
awsome tutorial learned alot
@ASHIIII – For each frame, the noise modifier will be recalculated leading to a different pattern on the water surface. To eliminate this issue, follow these steps:
-> Open the material editor
-> Select your surface material
-> Open the “Special Purpose Maps” sub-menu
-> Click on “water, reflective surface (bump) Ocean” map
-> Here you will find a variety of options; make sure you set the following (Ocean sub-menu) attributes:
– Loop Animation: off
– Loop Frames: 0
I think this will make it better
Try that and give us feedback afterwards
Im made a few additional adjustments with the render settings.So,It did take a long time to render.but this is what I made thanks to your wonderful tutorial.http://fav.me/d461e12
Thx man, you`re saving my ass
very good job thanks man very nicely explained
Hey, I was trying to get this to work, but the water plane won’t show up when I render, I just get an eternal plane of fog, no matter where I put the camera. Anyone know what’s going on?
Tutorial No.1 , everything works on first try, it helped me in other things, Thank you
thx alot for the tuts
Hello
thanks for the great tutorial. It gave me a lot of tips for my Blender project
Bye
hello, i did everything as you show in the tutorial, but i cant get the lights rays, why this happen?
link to my results
http://i39.tinypic.com/30njewo.jpg
Hi, good tutorial but i have a problem with my attempt.On the render just above “step 10″ the background and water plane are blended/fade together. In my attempt there is a very distinctive line/devide between the two, which makes it appear unrealisitc. do you know why this is happening and what i can do to fix it?
haha, once i added the volume light everything slowed way down, took nearly 7 minutes to render one frame. gonna have to stop there. the result before hand is something i can work with
nice ..
Yessssssssssss . . . .! Tnx a lot