Inspiration

I created this effect to make a visualization of the air we breathe. Every second we breathing the air, but we don't care about its quality. I like water style filters so I decided to make it this way.

What it does

This effect simulates underwater space with a lot of different bubbles on the user's body and around it.

How I built it

In the begining I was using Kevin Kripper's dripping technique. It based on render pass delaying and blurring. In fact we blur the texture and make it sharp again which makes texture drippy. In my version there are two kinds of texture used: body segmentation and rendered particles texture. Both are passed through frame delay, blurred and went through smooth step patches to make sharp bubbles. As the additional part there's a light blue colorizing to achieve underwater style. This effect uses Plane Tracker to let bubbles located around user, but it works on user's body as well (by using segmentation).

Challenges I ran into

The most difficult part was to find the balance between bubbles size, their lifetime and speed.

Accomplishments that I'm proud of

Actually I'm proud of all this filter because every step of making was really difficult.

What I learned

Now I can work with shaders much more better, espessially with smooth step patch.

What's next for Fizzy

I would like to more water style reflections, light leaks etc.

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