This is definitely a job for Portal Lights if you’re using mental ray. Portals not only make for quicker lighting at rendertime (vs. using a ton of point lights, for example), but more importantly speed up and control the Final Gather coming from the outside lighting, which in your case should be a sun/sky node, despite the underwater-ness of the scene. Tweak the Haze to be green and your ground also in the physicalSky node itself, and tweak the color of your sunlight directional and/or your Portal Lights’ color as well.
After that, the other two lights should be a piece of cake!
Edit: also, per the previous post, the volumetric light-scattering shader is simply “Parti_volume”, not “mib_party_volume”, in case you couldn’t find it. This is another can of worms entirely though.
i always spell it wrong :S












hope this helps