How would you go about creating a realistic deep water shader to depict a scene such as this one from blue planet II? I tried with a volume scatterer but had mixed results. Ideally it would be amazing to tie the shader to the water's depth, thus simulating everything from shallow waters, twilight zone, and the deep.
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2$\begingroup$ Hello :). This is practically just dense volumetrics. Principled Volume is all you need. Unfortunately, Cycles isn't very good at rendering volumetrics, so you'll get a lot of noise. $\endgroup$– jachym michalCommented Mar 28, 2021 at 17:31
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$\begingroup$ Thanks! Any advice on how to increase the rendering's quality? $\endgroup$– gugiekCommented Mar 28, 2021 at 18:18
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1$\begingroup$ Hey :). High samples with a Denoiser, there's no magic button. Last time I rendered such a scene I used 15 000+ samples. $\endgroup$– jachym michalCommented Mar 28, 2021 at 18:22
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1$\begingroup$ Or you could use Eevee, but you'll need to render at double resolution to get it pixel perfect. Unfortunately, Eevee is also more finicky than Cycles. $\endgroup$– HISERODCommented Mar 28, 2021 at 18:53
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1 Answer
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All you need is the Principled Volume shader.
- Create a volumetric cube
- Give the volume a very light color, and use Density to control it
- Use real units for light intensity (lumens). Related answer: Simulating a 40W Light Bulb.
Lights: 10 million lumens (a really strong searchlight), Density: 0.1, Samples: 2000 + Denoiser
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1$\begingroup$ Adding a tiny bit of displacement in comp might help as well. $\endgroup$ Commented Mar 28, 2021 at 20:37