click here to view the rendered file
By Salma Hassaballa
Sure, anybody who observes and feels the beauty of nature surrounding
us is so lucky , as I believe that we , artists, are the luckiest for we do not only observe or feel but also we have the tools to express
what we perceive . Thank you God
for creating this lovely nature for us.
Thank you for giving us the
ability to observe & feel. Thank
you again for giving us the talent to create.
To start our tutorial we need to create the shore object , the sky object and the sea object

You can achieve very impressive landscapes by applying the displace modifier to your shore object, and a gray scale bitmap with the exact contour of the seashore

The plane after applying Displace Modifier


The plane with noise modifier
applied


5. To create the Sea material, we are going to use the blend material to blend a transparent material ( in the shallow area) with bumpy blue material (in the deep area)
a. press M to open the material editor, activate the second slot .
b. Click on Standard button to change the type of material to Blend material, When the Replace Material Window opens, check the Discard old material radio button and press OK.
c. Rename it Sea Mat
d. Click the button next to material 1. Name the material “Deep surface”.
e. In the Diffuse color choose a deep blue color e.g. (R = 3, G = 3, B = 53), change the specular level to 41 & glossiness to 31
f. Expand the maps rollout, Click None next to the specular Color map and assign a gradient ramp map , with gradient type linear , W angle = -90 and gradient ramp parameters as shown. (please note that this step is optional, you can do it only if you like to show the gradation of colors in the sea)
g. click
on go to parent button
& go to Bump map and assign a
noise map with a noise type turbulence, change the size of the noise to 40



Note: The shallow material can be anything according to your needs. Once, I have used a fish that was shot from the Red sea. I put the fish.avi as a bitmap in the Diffuse map channel of the shallow material , so I had a real fish swimming in my sea !
p.
click on go to
parent button
and click on None next to Mask, assign a
gradient ramp map , with W angle 90 and
gradient ramp parameters as shown.
Please note that you can change these values according to your needs

q. Assign the “sea mat” material to “the sea surface” object
6. Apply a UVW modifier to the “Sea surface” object with planar type
7. Render the scene. Your view should look similar to the rendered image below.

Making the Sky Object
8. With a Hemisphere & a cloud material you can easily create the sky object.
a. Create a sphere in the top viewport , whose radius = 1570 & Hemisphere = 0.5 (Refer to image below)
b. Apply a Normal modifier with flip normals checked
c. In the Front view, move the sky object a little bit downwards (Z= -60)
d. Apply a UVW mapping with cylindrical type
e. Click with the right mouse button then choose properties to go to the Object properties window , in the rendering control section uncheck the Receive shadow & cast Shadow
f. Rename it sky

Making the material of the Sky Object
9. We need to create & assign a Cloud material to the Sky object
a. Press M to open the material Editor.
b. In an empty slot , Rename the material “Cloud material” and assign it to The object sky
c. Change the colors of Ambient, Diffuse & Specular to complete white
d. Change the value of the Self illum to 100
e. Expand the maps rollout, Click None next to the Opacity map channel and choose smoke in the material/map browser window.
f. The X tiling = 0.25, Y tiling = 1 & Z tiling = 2. Size = 350 (See fig. on the left below).
g. Optional, if you like more clouds , click to none next to Color 1 (black ) and assign another smoke map with X tiling = 0.4 & Y, Z tiling = 1 and the size = 150 (see fig. on the right below).

Render the scene.
Making
the Background
10. We need to create a gradient of blue colors to mimic the sky that lies above the clouds
a. Go to Rendering menu, Select Environment, when the Environment window opens, click None next to the Environment map
b. In the material /map browser, select gradient map
c. Open the material editor. Drag the gradient map in the Environment window to an empty slot in the material Editor.
d. Check the instance radio button when the Instance (copy) window opens
e. Change [ color 1 to R = 0, G = 78 & B = 133], [Color 2 to R = 153, G = 209 & B = 250] [Color 3 to R = 198, G = 230 & B = 252] You can change these colors according to your needs.
Please note that it is wise to use a
background color that matches the colors of the Reflection & refraction
maps used in the “deep surface” material
included in the “sea mat” material.

Making
the Shore Splashes
11. To mimic the
foam hitting the shore we are going to use two particle objects that are
emitted from curved lines similar to the wave shapes . These curved lines are going to emit the
particles within time interval. You can
use Deflectors to deflect the foam emitted as it hits the shore.
a. In
the Top view, Uncheck the start new shape button and choose the line tool

b. Draw
curved lines as shown as figure below. You can also use the arc tool.
c. You
can always go to the Modify panel to modify or refine vertices

d. Extrude the curved lines with amount 5.7
e. Name the curved object “foam source 01”
f. Move the “foam source 01” object upwards by 13 units in the Z direction
g. Since we only want to use these curves as particles emitter as we don’t want to see them when rendering, right click the “foam source01”. Choose properties, when Object properties window opens, uncheck Renderable in the Rendering control section.
h. Go to Create, Geometry, and choose particle Systems from the drop down list. Choose Parray button (Parray is the suitable particle type since it emits particles from the surface of a certain object).
i. Click and drag in any place in the top view to create the Parray
j.
While Parray 01 is
still selected, go to the Modify panel
and change its parameters as follows:
· In the Basic parameters rollout , Click on Pick object under the object based emitter and choose the curved lines named “foam source 01” to be the emitter
· In the Particle Generation rollout, leave the particle quantity as is , as we are going to change it in the curve editor, in the Particle motion section set the speed to 1, variation to 50% , Divergence = 10 deg.
· Still under the Particle Generation rollout , in the particle timing section, Emit start = 0 , Emit stop = 200 (End frame), Display Until = 200, Life = 34 and Variation 5
· Still under the Particle Generation rollout, in the particle size section, size = 0.8, Variation = 25 %, Grow for & fade for = 10
·
In the Particle Type rollout , in the standard
particle sections check Facing radio
button
k. While
Parray01 is still selected, click with the right mouse button and choose
Properties. When the Object properties
window opens , change Multiplier to 5 in the Motion blur section, make sure
that it is Enabled and click on image radio button.

l.
While Parray01 is still selected, click
with the right mouse button and choose curve editor
m. Expand
tracks till you reach the Birth rate track
n. In
the curve Editor zoom out till you see the vertical values reach 300
o. Use
the Draw curves tool
in the curve editor and draw a curve similar
to the one shown below

p. Use
the Reduce key next to the Draw curve tool in the curve editor toolbar to
reduce the keys
. In the Reduce key window set the threshold
to 20 . Keys are reduced as shown as
the figure below

q. Finally, Delete extra keys & move keys if necessary so that the curve will look like the following figure.

r.
Click on Parameter out of range types icon
, When the parameter range out of curve
window opens, choose loop type & click OK, your Birth rate curve in the
Curve Editor should be similar to the one below

Click the Play Button to view the motion of particles
Making the Foam Material
12. To create the foam material, open the material editor and click on an empty slot, Follow the following Steps:
a. Rename the material Splash
b. In the Blinn basic parameters change the Opacity Value to 50
c. Change the Ambient to (R = 120, G = 144 & B = 192), Change both the Diffuse and Specular Color values to (R = 230, G = 230, B = 230)
d. In the maps rollout, Click on None next to the Self Illum map channel and choose particle age as a map type
e. click
on go to parent button
. Click on None next to the Opacity map
channel and choose Gradient as a map type.
Check on the Radial radio button.
f.
click on go to parent button
. Click on None next to the Reflection map
channel and select Bitmap. Load
Chromic. JPG from the Maps Folder.
g. click
on go to parent button
. Set the
Reflection map value to 50
h. Assign the splash material to Parray01
Making
the Second wave splashes
Note that you can always switch to smooth + highlights, and Edge faces checked in the top view, to make sure that the new curves match with the shore contour
New Curves lining with the shore



Note: if while testing the particle motion , you found that particles are emitted inwards (in the opposite direction) all you have to do is to select the emitter (foam source01 or foam source02) and apply a Normal modifier to flip its normals

Final Retouch:





Now Render the Scene. And watch the beauty of nature.

The Beauty of Nature

This rendered scene was built by using the technique described above but with different Colors (it is obvious from the sky and sea colors)
Imagine, The farthest rock is having the same material as the other rocks, but it appears lighter simply because it lies beyond the cloudy sky. This is one of the advantages of having a cloudy sky like this. It lets you feel the effect of distance on objects.

Material of the Sea was created as mentioned above, but this time the Diffuse map channel of the Shallow material used a bitmap type. The bitmap contained an AVI movie of a fish from the red sea