I'm trying to make some soft shapes shaded and smoothed directly with OpenGL obects. The result should be something similar to a flame, or smoke, with that typical fading transparency.
When using alpha, with blend enable on gridshape, the borders of the, let's say, sphere are always visible. Should I try to make close surfaces with nurbs, and play with transparency ? Or maybe something more oriented to particles clouds ? Could importing a .obj model help?
The goal is to avoid the 3D object sensation of the render to give the feeling of a more shady and organic shape. (ie osx screensaver)
The jitter bfg objects make something similar to start from but, I must use OpenGL for performance reasons.
Does anyone have an idea?
Thanx a lot.