Blender shader specialist — bathymetric reef visualisation (water plane + procedural shading)

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:

  1. 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
  1. 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
  1. 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
  1. Optional stretch goal: subsurface scattering on the shallowest reef crests (depth-masked)

What I’ll provide:

  • The current .blend file
  • Reference images of the target look
  • Sample renders at current state showing where the gaps are

Deliverables:

  • Revised .blend file 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]

  1. 2–3 portfolio links that demonstrate relevant shader or environment work
  2. 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)
  3. Your quote and availability

Looking forward to seeing what you can do.

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