TL:WR; I created the physics using Blender game engine then rendered in cycles (blender 2.61)
First I created a cube and gave it a diffuse texture, then added a cube and went into the game engine. There I gave the cube a basic command (Move UP when I press the UP arrow), and set it to be a rigid body as well. Then I created something like 360 torus' (half small half large) and set them all to be rigid bodies. Then I set the cube 'arena' that the torus' were all in to be static.
I recorded the physics (under the "Game" options next to "Help" and "Add") then went into cycles again. I changed all of the textures of the torus' to be diffuse, two walls of the cube to be transparent, and each of the moving cubes to have a different texture.
I had to reanimate the cubes, which wasn't so bad since they were moving at a constant rate, but it did cause for there to be some slight spacing issues.
Then I animated two emitting planes on each side to begin to light up as the scene was getting darker, which is why it gets brighter towards the end.
Here is an average frame with a stamp: http://i.imgur.com/QrRVR.png
I rendered at 400 passes / frame and it took about 1 : 20 min using GPU CUDA rendering.
hey man i just started with Blender can i have some help?
xParadoxHDx 2 weeks ago