 |  | | I used MentalRay Subdivision Approximation to smooth my polygonal sea horse after its render. I applied a displacement map to the model, overdoing its settings, which gave a more convex and exaggerated result. |
|  |  | | Then I began to fill the scene with the details. The seaweeds and corals, fish, small particles for the imitation of suspended mud, also appeared in the scene. |
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 | | |  | | | So I wouldn’t lose the shape of the seaweeds and corals, belonging to Paint Effects, I decided to render the scene in two passes. Firstly, everything concerning the background: Paint Effects, light fog, seaweeds and corals, fishes, etc. (Maya Software Render). Then separately, the sea horse itself, which is in MentalRay. In addition for the following compositing I needed an Alpha channel and ZDepth channels. I rendered them together with the basic images. | | | |
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 |  | | I assembled the image in Photoshop and made the solid ZDepth channel, which I used later for depth of field (DOF). |
|  |  | | For recreating the DOF, I applied the Depth of Field Generator PRO from Richard Rosenman. I like the plug-in very much for it’s high quality effect, flexibility, easy settings and absolute predictability of the result. This time it met the needs of the occasion again, showing brilliant results without any artifacts. This was brilliant, considering there was an incorrect ZDepth channel generated from the Paint Effects in the sea weeds and corals. |
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 | |  |  | | And here is an anaglyph stereo image as a Postscript that I made using my image and ZDepth, it is seen for more advantage in glasses with red and blue color filters. |
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