Questions to be answered:
- Are the metaballs being generated only at the base?
- How do the metaballs conform to the shape of the spline?
- How is the spline animated procedurally? How is it specified by a designer/animator in suitable detail, yet reactive to dynamic changes in the world, like moving objects, wind, impact events, etc.
- Do the metaballs change shape? Or do we continue to have round spheres (which can be a give-away for thin but bright smoke strands)? We can start without any shape changes to begin with, but we must explore a seamless shape deformation of individual primitives.
- How do you address the texture space animation issue, if one texture should represent an entire particle system (vs. one metaball, as in our current implementation)?
- How do you cater for efficient collision against rigid and moving objects?
- List the concrete effects and situations you will test this model.
- How will light sources be placed or configured to maximize the effect from a give view point?
- A thorough description of how you will modify each shader parameter to contribute to a given stage in an effect.
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