I’m working on a 3D bathymetric visualisation of the Great Barrier Reef.
The underlying geometry, base colour treatment, lighting setup, and camera framings have been built by a 3D generalist and are locked. I’m looking for a Blender shader specialist to layer in the more advanced material and shader elements that are beyond the current artist’s scope — specifically a water surface plane with depth-based absorption, and additional procedural drivers to add colour variation across the bathymetry.
Scope of work:
- Water surface plane at sea level (Z=0)
- Flat transparent plane covering the model extent
- Principled BSDF with transmission and low roughness
- Subtle cyan tint
- Ocean ripple normal map at low strength
- Depth-based volumetric absorption
- Water tints colour more strongly the deeper it is beneath the surface
- Shallow lagoon areas read clear; deep channels read progressively bluer and hazier
- Tunable via a single density parameter
- Slope/curvature as secondary colour drivers on the bathymetry geometry
- Geometry Nodes: Normal output feeding a Color Ramp, mixed into existing depth-based colour at ~25%
- Pointiness output for edge/cavity tinting, low opacity
- Should be additive to the existing shader, not a replacement
- Optional stretch goal: subsurface scattering on the shallowest reef crests (depth-masked)
What I’ll provide:
- The current
.blendfile - Reference images of the target look
- Sample renders at current state showing where the gaps are
Deliverables:
- Revised
.blendfile with new shader work layered cleanly on top of the existing setup (additive, not destructive) - Brief written or video walkthrough of the node graph so the existing artist can maintain and tweak it after handoff
- One sample beauty render at current locked camera angle demonstrating the new shader work
Process I’d like to follow:
- Test render on a small section of the model before committing to full shader build
- Staged delivery (water plane first, then absorption, then curvature drivers) so I can approve each stage
About the candidate I’m looking for:
- Strong Blender shader / material work in portfolio (water, environment, or procedural work especially relevant)
- Comfortable with Geometry Nodes
- Cycles renderer experience (not just Eevee)
- Able to write or walk through node graphs clearly so the existing artist can maintain after handoff
- Communicates clearly in English
Budget:
Open to discussion based on your portfolio and proposed approach. Please include a quote and rough timeline with your application.
Timeline:
Ideally completed within 2 weeks of starting, but flexible for the right person.
To apply:
Please send the following to [email protected] –
- 2–3 portfolio links that demonstrate relevant shader or environment work
- A brief note on how you’d approach the depth-based absorption setup (just a sentence or two — I want to see you’ve thought about the technique, not write a proposal)
- Your quote and availability
Looking forward to seeing what you can do.