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High! :-)
This is just a quick test of an idea I had for underwater air bubbles.
There's a point set of 4D vectors containing bubble positions and sizes. For
each
bubble there is a blob. For each blob all other points are tested, and if
another
bubble comes close to the current bubble, a blob is subtracted from it. A
duplicate blob is also subtracted from underneath each bubble. Parse times
aren't
so horrible for low-count point sets (<250), and the render times aren't bad at
all.
The first part of the basic idea came from someone from these newsgroups, but I
can't remember who it was :(
The initial render (/the/ render) took less than 50 seconds with max_trace_level
set at 10. In-POV post-processing luminous bloom and chromatic aberration
effects
were applied. Textured fog was also used.
The arrangement of the bubbles was the hardest part, as there needs to be a
logical progression of large->small bubbles.
There's more that can be done, such as having the larger bubbles capsizing into
numerous smaller ones below, but I'm not quite sure how to script that yet...
~Sam
Post a reply to this message
Attachments:
Download 'underwater-air-bubbles.jpg' (125 KB)
Preview of image 'underwater-air-bubbles.jpg'
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"Samuel Benge" <stb### [at] hotmailcom> wrote:
> High! :-)
>
> This is just a quick test of an idea I had for underwater air bubbles.
>
> There's a point set of 4D vectors containing bubble positions and sizes. For
> each
> bubble there is a blob. For each blob all other points are tested, and if
> another
> bubble comes close to the current bubble, a blob is subtracted from it. A
> duplicate blob is also subtracted from underneath each bubble. Parse times
> aren't
> so horrible for low-count point sets (<250), and the render times aren't bad at
> all.
>
> The first part of the basic idea came from someone from these newsgroups, but I
> can't remember who it was :(
>
> The initial render (/the/ render) took less than 50 seconds with max_trace_level
> set at 10. In-POV post-processing luminous bloom and chromatic aberration
> effects
> were applied. Textured fog was also used.
>
> The arrangement of the bubbles was the hardest part, as there needs to be a
> logical progression of large->small bubbles.
>
> There's more that can be done, such as having the larger bubbles capsizing into
> numerous smaller ones below, but I'm not quite sure how to script that yet...
>
> ~Sam
This looks very nice. You were able to get that bubbles rushing to the surface
look, as opposed to suspended air bubbles that basic spheres look like.
-tgq
Post a reply to this message
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On 03/23/2011 10:53 PM, Trevor G Quayle wrote:
> This looks very nice. You were able to get that bubbles rushing to the surface
> look, as opposed to suspended air bubbles that basic spheres look like.
agreed ... a cleaver solution that's very natural looking.
Post a reply to this message
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awesome!
something triggered inside you recently, huh? non-stop stream of new ideas...
Post a reply to this message
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"Jim Holsenback" <jho### [at] povrayorg> schreef in bericht
news:4d8ab1f2@news.povray.org...
> On 03/23/2011 10:53 PM, Trevor G Quayle wrote:
>> This looks very nice. You were able to get that bubbles rushing to the
>> surface
>> look, as opposed to suspended air bubbles that basic spheres look like.
>
> agreed ... a cleaver solution that's very natural looking.
>
I join the crowd.
Thomas
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On Thu, 24 Mar 2011 02:49:55 +0200, Samuel Benge <stb### [at] hotmailcom>
wrote:
> High! :-)
>
> This is just a quick test of an idea I had for underwater air bubbles.
>
> There's a point set of 4D vectors containing bubble positions and sizes.
> For
> each
> bubble there is a blob. For each blob all other points are tested, and if
> another
> bubble comes close to the current bubble, a blob is subtracted from it. A
> duplicate blob is also subtracted from underneath each bubble. Parse
> times
> aren't
> so horrible for low-count point sets (<250), and the render times aren't
> bad at
> all.
>
> The first part of the basic idea came from someone from these
> newsgroups, but I
> can't remember who it was :(
>
> The initial render (/the/ render) took less than 50 seconds with
> max_trace_level
> set at 10. In-POV post-processing luminous bloom and chromatic aberration
> effects
> were applied. Textured fog was also used.
>
> The arrangement of the bubbles was the hardest part, as there needs to
> be a
> logical progression of large->small bubbles.
>
> There's more that can be done, such as having the larger bubbles
> capsizing into
> numerous smaller ones below, but I'm not quite sure how to script that
> yet...
>
> ~Sam
>
Wow!
--
-Nekar Xenos-
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hi:
Only two words: Hall Of Fame!
B. Gimeno
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Le 24/03/2011 15:45, B. Gimeno a écrit :
> hi:
>
> Only two words: Hall Of Fame!
Two words... then you mean: "Hollow Foam", right ?
It must be the water in my ears. Or the bubbles...
Really great!
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On 3/23/2011 6:53 PM, Trevor G Quayle wrote:
> This looks very nice. You were able to get that bubbles rushing to the surface
> look, as opposed to suspended air bubbles that basic spheres look like.
Thanks. It's getting there...
Post a reply to this message
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> hi:
>
> Only two words: Hall Of Fame!
>
> B. Gimeno
>
That's 3 words...
Great iamge.
Alain
Post a reply to this message
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