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.
Notice that there is no light-sources in the scene so far, so the light here is from the default MAX light.
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.
A new test-rendering, with fog. Now it's starting to look like it's under water........or a very toxic planet.
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)
These are the settings in my scene.
Notice how the caustic lighting adds the "underwater" feeling to the scene.
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.
Sea-Weed
A perfectly normal garden reed, unsuspecting of what's going to hit it....
Vive la wave. Here is the waved reed. Don't you just love Spacewarps?
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.
The particle system (SB) and the tube. This is at frame 30. See below to check out the settings for SB.
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.
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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