Simply a primitive cube as a child to a cloth surface, this gave it some thickness that helped with the bump and displacement texture and made the lighting work at the start of the scene. also bumped up the render time excessively!
X-Particles system, Emitter + Trails + Move Over Surface for the particles around the cube, another emitter and trails for the particles drifting away.
Cube texture is a Metal preset modified with animated and keyframes noise shader on the alpha channel and an addition to displacement and subpolygon displacement (hello render time!)
X-Particles - hair textures on the trial objects.
Omni light inside the cube with volumetric illumination on
Omni light to backlight the cube (set to include the cube only)
Basic 3 point rig for parcels (set to exclude cube)
Nothing exciting, cube & emitters rotates using the HPB controls, emitters have the “Use Motion Inheritance” switched on. Animated noise on the alpha channel of the primitive cube.
Standard Renderer, Ambient Occlusion,
Just over 12 hours, average around 5min per frame. Crazy right! Due to the cloth surface and subpolygon displacement, but never mind, just left it running overnight. Without the cloth surface a frame would render in around
Graded with levels
Real Smart Motion Blur
Sharpen + Glow
Took a new file and X-Particle system to get the motion inheritance to work, copied all the other objects and settings and then had no problems
Can’t get the X-Particle trails to be nice and rounded despite changing the spline type to bezier and setting a low angle
Render time a bit lame. Would have like to use physical renderer with some DOF.