For Anime - Underwater Atmosphere

  • May 27, 2021
  • 26 Downloads
  • 1 Like
  • Blender 2.9x
  • Render: EEVEE
  • Creator: MariusOberholster
  • License: CC-0
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Description:

This post effect is a little less plug & play, but stunning and will help speed up your workflow for this kind of environment!

Mainly for static or slow moving shots, this node group features: - Scalable animated caustics texture - Caustics scaled according to depth - Caustics influence - Water color picker - Water color intensity slider - Mixes final image!

A clever trick here is you use the Normal Dot to tell the node group where the caustics are to shine - From this the shadows are subtracted, and you are left with a very good light direction estimate.

Be sure to adjust your mist pass to have some color in the foreground! ;)

Open the Blend to find out how simple this setup really is!

Use entirely at your own risk.

Comments:

  • Oxana profile picture
    Oxana

    the file does not contain caustic material. how to rate it? fix it

    Written June 13, 2021
  • MariusOberholster profile picture
    MariusOberholster

    Good day Oxana - it is not a material - it's a post processing effect. I'll download and check it anyway to make sure everything is there and working. :)

    Written June 14, 2021
  • MariusOberholster profile picture
    MariusOberholster

    Working 100%!

    My guess is you haven't plugged in the Normal Dot correctly - see the second image. The NodeGroup places the caustics, like I mentioned in the description, using the shadow pass and normal dot. This means that you only get caustics where you would naturally get them. You're welcome to bypass the normal dot if you wish, by going into the node group, then the first node group in that, and disable the mix node where the Normal Dot is the factor. That should give you only the shadow pass as your Caustics mask. Look for the frame that says: Mask Normal Dot Light Direction, select the mix node in that frame and press M to mute it. Then tab out of both groups.

    The reason that the normal dot is also used, and not just the shadow pass, is that in some instances you'll get caustics underneath shapes too, where there shouldn't be any, like at all. It totally ruins the effect without it, but you're welcome to turn off the Normal Dot's requirement like I explained. :D

    Written June 14, 2021
  • Oxana profile picture
    Oxana

    Marius, thanks for the detailed answer. I confess I am only learning blender and am not able to do many things. I would be grateful if you could prepare a video tutorial on this topic. I am sure it will be useful to many. Thank you.

    Written June 14, 2021
  • Oxana profile picture
    Oxana

    I will look forward to the lesson. The topic of the seabed interests me very much, I want to know how to create acoustics at the bottom and the rays of the sun under water. Can you teach this?

    Written June 14, 2021
  • MariusOberholster profile picture
    MariusOberholster

    I have done a video on this quite a while back, so you're going to have to be creative with interpreting it for Blender 2.8+. I also did one on the surface rays, but honestly, if you want to look down at the ocean floor, for example, and still have rays, you're going to have to use volumetric lighting or use an overlay that has the right directionality. https://www.youtube.com/watch?v=yxgyN7RATJ4 https://www.youtube.com/watch?v=tLCX6xM8dNw

    I know Blender is quite the difficult piece of software, but I really invite you to stick with it - you will not be sorry! :D

    Written June 15, 2021