Creating the Presence of the Third Man in Blender

Published on January 05, 2026 | Translated from Spanish
3D render in Blender showing an explorer in an icy landscape, with a subtle atmospheric distortion suggesting a ghostly human figure beside him.

Creating the Third Man Presence in Blender

The third man phenomenon refers to perceiving a presence that accompanies in situations of extreme stress and isolation. This tutorial guides you to recreate that sensation of an intangible figure in a 3D scene using Blender, focusing on subtle visual effects that suggest more than they show. 👻

Prepare the Desolate Environment

The first step is to build a scene that conveys loneliness and effort. Model a barren landscape, like an ice desert or rocky plain, and place your main character in a state of fatigue. To introduce the invisible presence, add a simple plane near the explorer. This object will act as the anchor for the distortion effects that will simulate the alteration of space and light.

Key elements of the base scene:
  • Minimalist environment: Use simple geometries and cold lighting to accentuate desolation.
  • Exhausted character: Their pose and expression should communicate tiredness and vulnerability.
  • Effect plane: Place it strategically to mark where the "presence" will manifest.
The true essence of the effect is not in what is seen, but in what the viewer feels might be there.

Set Up the Material and Distortion

Forget 2D tools like Pencil 2D; the power is in Blender's node editor. Assign a Shader | Glass type material to the plane. This shader is fundamental because it distorts the light passing through it. The magic happens by connecting a Noise Texture node to control the deformation and surface roughness.

Steps in the node editor:
  • Connect the Fac output of the Noise Texture node to the Displacement and Roughness inputs of the main shader.
  • Adjust the noise scale and intensity to create an organic distortion that changes subtly, mimicking the effect of heat in the air or an unstable figure.
  • To add complexity, feed that same noise texture to the Height input of a Bump node. Then, connect the Normal output of Bump to the Normal input of the Glass shader. This generates variations in refraction, making the light bend irregularly and suggest a barely defined human shape.

The Core of the Effect

In this technique, the noise node is the true protagonist, the digital "third man" that does the heavy lifting. Its dynamic configuration creates the illusion of a presence that is not solid, but a disturbance in the environment. Adjust its parameters in real time to see how the intangible figure appears, fades, and transforms, achieving that deep psychological impact. The final result should be an image where the viewer's mind completes the figure. 🎭