Open the ‘Gradient Parameters' rollout and set following parameters (Fig.09):
Colour#1: R = 242, G = 245 and B = 253
Colour#2: R = 107, G = 130 and B = 248
Colour#3: R = 194, G = 191 and B = 183
Colour 2 Position: 0.2
Under the Coordinate section check ‘Environ' and select ‘Spherical Environment' in the ‘Mapping' drop down list. This replaces the default ‘Screen' projection (Fig.10).
Hit F10 to call Render Settings dialogue box. Set the Output Size to 35mm 1.66: 1 (cine). Set the Width and Height to 1024 x 614 (Fig.11).

Fig. 11
Set the active view to Camera 01. Turn off any Final Gather or GI and hit F9 to render the camera view (Fig.12).

Fig. 12
In case you need to use FG or GI or both, for example, in conjugation with mr Physical Sun & Sky, set the Diffuse Level under Diffuse section to a lower value, such as 0.25 or so. In reality, the water has no diffuse characteristics; it is seen only due to the light that is reflected from and refracted through it. Higher Diffuse values cause water surface to be over lit when trying to simulate the reality using FG or GI. For any surface, the following relationship exists: Diffuse + Reflection + Refraction = Total Light Remitted from the surface. This is in agreement with the first Law of Thermodynamics which states that the total energy received by the surface is the sum of that absorbed and transmitted. Thus, no light is permitted to be created spontaneously.
Camera View Rendered
Arch & Design (mi) Material is available only in Mental Ray 3.5 and later (i.e. 3ds Max® 9 and later). If you are using older versions follow this alternate procedure:
Select ‘Architectural' (1st entry from top) as the Material Type from the Standard button. Enter the R = 112, G = 133 and B = 124 values for the diffuse colour and 75 for the ‘Shininess' under ‘Physical Qualities' Rollout. Assign a Ocean (lume) shader with the same parameters to the ‘Bump' Slot in ‘Special Effects' Rollout.