Hi everybody ! I rendered this loop recently, as a kind of prologue for my bigger pet project, “Space Leaks”. The reason I made it fade to black was I didn’t find a way to loop the particles, even using two identical systems with precisely offset emission times. I realized how primitive the particle engine really is…
I also used it as a sort of benchmark for future underwater scenes with lots of refraction, heavy DOF, etc. - approximately 10mn/frame on an i7 5820k (1080 pixels squared). GPU render would crash after a few frames for some reason (GTX970), if somebody has any clue as to why, I’d like to know… (textures only amount to 2MiB)

Adiù !


Nice work!