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
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