In this recipe, we will create an underwater environment as shown in the following screenshot, looking especially at a fake caustic effect projected by the water's wavy surface and from an atmospheric perspective, obtained by a per material dedicated node group:
Note
Note that this atmospheric perspective effect is actually a fake and it is not obtained by a volume material. Volumetric shaders will be explained in Chapter 9, Special Materials, of this Cookbook.
Let's start by preparing the scene:
Start Blender and switch to the Cycles rendering engine. Select the Cube and go to Edit Mode. Scale it 21 times bigger (Press A to select all the vertices, then press S, enter digit 21, and finally press Enter). Then scale it on the z axis of
0.230
(press S, then press Z, enter.23
, and press Enter).Go to the Top view (press 7 on the numeric keypad) and press Ctrl + R to add three edge loops along...