Hey guys,
I?m doing R&D for a couple of underwater shots of volcanoes and volcanic vents.
I?m going to start by looking at your volcano demo scene, but where should I take it from there?
1. Can I somehow increase air pressure to simulate the underwater pressure? Or would I simply increase gravity?
2. Should I increase the cooling factor? (The idea being that water is colder than air....)
I?m also thinking about how to add some lava. I?m not sure there will be any eruption yet, maybe I?m just gonna add some slow moving lava on the sides of the volcano.
I can do the high viscosity liquid, but I have no idea how to shade it properly, all I found was this video:
https://vimeo.com/101442124
Any ideas? Can I us RGB info from Particle velocity or something like this to create a blend material?
How would I add some displacement (lsome simple turbulent noise map), or rather can I use a proxy object for mapping or how would I do this?
It just needs to look good, it doesn?t have to be super accurate...
I?m doing R&D for a couple of underwater shots of volcanoes and volcanic vents.
I?m going to start by looking at your volcano demo scene, but where should I take it from there?
1. Can I somehow increase air pressure to simulate the underwater pressure? Or would I simply increase gravity?
2. Should I increase the cooling factor? (The idea being that water is colder than air....)
I?m also thinking about how to add some lava. I?m not sure there will be any eruption yet, maybe I?m just gonna add some slow moving lava on the sides of the volcano.
I can do the high viscosity liquid, but I have no idea how to shade it properly, all I found was this video:
https://vimeo.com/101442124
Any ideas? Can I us RGB info from Particle velocity or something like this to create a blend material?
How would I add some displacement (lsome simple turbulent noise map), or rather can I use a proxy object for mapping or how would I do this?
It just needs to look good, it doesn?t have to be super accurate...
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