crystal root formation base render


 
Render of crystal root. Two components, a liquid and the surface. The liquid has a simulated front, driven by a target mesh that's preanimated. The rear part of the fluid is a procedural solution to get a predictable result and cutting the simulation time. The inside mesh is headed by a cloud of expandig boxes, some of which can be seen on the final surface. The surface is faded in by using volumetric noise filters.
Will add a glittering element inside the liquid and maybe make the solid crystal partly translucent. To make the formation more organic I will probably add some imperfection like faling pieces or some that barely hangs on.

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