I’m running some tests on this project myself, and I think the best approach to this project is the opposite of the last challenge.
In the bottle collection, it seemed as if the best way to develop the look was to isolate and rendering 1 bottle by itself, until the glass shader and its illumination, shadows, reflections, and refraction were all worked out.
In this challenge, it seems as if the main thing is to render small, quick images, even if they are just thumbnail-sized, until you have the color scheme and depth-fading looking right. No matter how detailed your scene is, if you don’t get the colors and tones right, it won’t look like we’re underwater. I think I can tell which scenes are working as underwater scenes, and which aren’t, even while squinting or looking from a distance, mostly at how all the colors work together and how they shift with distance through the water.
-jeremy