| NOTE:
This tutorial is for 3D Studio Max 5 and for other versions,
please see the Discreet Documentation. This tutorial is easy
as difficulty. For this tutorial you will need no external file
or plugins. THIS TUTORIAL WAS CREATED
BY JAFAR DAHSTI EXCLUSIVELY FOR 3D.SIBIUL.RO -ALL RIGHTS RESERVED- |
In
this tutorial we will try to obtain a realistic image for Underwater
World, including seafloor and waves. Below you can see the result
of this tutorial.

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1. CREATING THE
SEA FLOOR |
First
create a plane in top view and set parameters to: length :
500 width : 500 / length segs : 40 width segs : 40. In the top viewport
you should have this:

Add
a noise modifier to plane01 and set parameters to: Fractal = on
, roughness : 10 , strenght x :0 y:0 z :14. Next you will add a
mesh smooth from tab modifier and set parameters to: interations
: 1.0. Change the name of plane01 to SeaFloor. Now your scene should
look loke this:

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2. CREATING THE
WATER SURFACE |
We
will create the water surface by cloning the sea floor object, To
do this Move the Sea Floor object along the [ Z ] axis while holding
down the [ Shift ] Key. Next Press [ F12 ] and set the Z position
of the water surface to a value of 63. To create a little diversity
in the scene we will change the name of the new object to WATER
and set it's Noise modiffier. We will only change the Z noise amont
to 12. If you did all corectly, 3D Studio Max should display this
for you:

For
Lightning up the scene we will use 2 OmniLights.
Create an omni light from light & camera tab
and set position to x : 0 y : -10 , z : 32 ( press [ F12 ] to change
position ). Now we will turn our simple onmi into a nice noise projector.To
do this go to Modiffiers rollout and from advenced effects rollout
click on none to select noise.

Next
we will set the parameters for the noise map we just added. Press
M to open material editor..Drag the noise map into one sample slot
in material editor and set parameters to : noise type = fractal
, high : 1 , low : 0.35 , size : 25.

Create
another onmi light and set position to x : 0 , y : 09 , z : -83.
Other modiffiers just leave as they are. In the perspective viewport
you shoud see this:
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