While I worked on the cube grid scene I had the idea to use the effect a little differently and simulate a volumetric rendering similar to a static Maya 3D fluid container. Our lsRepro particle tool does not support real volumetric rendering, but it provides the functionality to mimic something similar. In comparison to Maya’s fluids we cannot sample color/alpha textures on a per voxel basis and light/shadow support is limited. On the other hand our method is not limited to a voxel grid and things can be pushed around freely.

I used a 4D billow noise to form the noise structure. The fourth dimension is animated to create a subtly motion within the pattern. I placed a volumetric light in the scene with randomized position and intensity to test local lighting and shadow casting effects. Camera randomization was done with the lsRandomizeChannel script you can download for free on our website.