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Becoming...





...but becoming what I don't know.

. . .

This was really just a chance to go wild with the atmosphere in the material room. I figured that I could play with the density with a texture map. Then I figured I could vary it by the P variable, i.e. the point on the polygon being drawn. That let me get something that looked something like a bright white fog along the floor.

One thing led to another, and I was varying the density by the Y coordinate and setting the top bounds of it depending where it was in the X-coordinate in order to make it higher near the model and the two colored columns. At the end, I tossed on a cloud texture to give it a whispy top. To be clear, the fog effect is in the scene. It was not postworked in any way.

The model is a V3 w/ dynamic hair, and the two columns are textured with some of Ajax's freestuff shaders. Some of the spotlights are also using some of my own shaders as well.

It's not great art, but for a shader experiment, it came out pretty well.

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