
Had a few ‘how did you do thats” so here it is
SETTING UP

First thing I did was make a ‘wavy sea cube’ in Hexagon. Nothing too fancy or complicated. Exported as .3DS and imported into Vue. I experimented with several water materials, starting with Vue’s ‘default’ and in the end I used ‘Calm Vyrnwy’ from my Water Materials 2 pack.

I set up the camera as shown above

I modified a standard terrain in the Terrain Editor. Terrain resolution was increased to 1024×1024
I created a larger terrain for the distant ground and added Quadspinner’s Rock Z (Marine) material to both terrains

I made a couple of Hyper Terrains and placed them as shown above. They have a sandstone texture with displacement. I also added a small green ecosystem to the HT on the right which is further back in the scene. I unchecked ‘Decay Near Foreign Objects’ so that the greenery would also be populated under the water – even if it is barely visible!!.

3 spotlights were placed around the scene as shown above. All with a caustic light gel applied and given a wide spread and the power set to 180. A further volumetric light was added which is highlighted in red above. This had a narrower spread (17.5) and was placed out of camera view inside the water object directed into the scene. The narrow spread was to keep the rays INSIDE the water.

To give the illusion of light rays penetrating the water, I made this in Photoshop and used it as an Alpha Plane, placing it just in front of the first Hyper Terrain. I bumped up the Diffuse and Ambience of the material to 100%.
In the background I put a procedural terrain to the right and a standard terrain way back to the left. A flock of birds was added, and a couple of layers of clouds, using Dick Scherzinger’s White Magic. A few underwater plants were added either side, just in front of the camera.
ATMOSPHERE SETTINGS


































