ABSTRACT

The actual scene in 3ds max is going to be relatively simple to create, mainly due to us already covering everything that we need to do in this analysis section. Due to the blue sky we are going to use (which is an image that ships with 3ds max), we can develop colors or derivatives thereof to create fogging, which will be a simple volumetric effect controlled by camera ranges. The lighting itself will be a single Omni light, as we do not have any additional objects floating on, or submerged in, the water (else we would have to re-light our scene accordingly). To create the large bright area, we can simply position our Omni light close to a plane object with our sky bitmap assigned to it and use it to overly illuminate a spot on the plane. When refracted through the material assigned to the sea’s deformed plane, we will see a bright light that is illuminating (hazy) clouds, which is the

of tioned in the initial analysis. The reflection will also be most prominent on the perpendicular, but this will be a single blue color set in a Falloff map. Animating the scene will be a simple case of positioning and animating a few Noise modifiers; two to control the small irregular waves, and one to drive the large swell, which is a similar technique to the other water surface effect tutorials in this book, as this procedure is an effective one to create realistic water surfaces.