For this version I used an additive light painting method to shade the particles. Hitting them with color saturated spot lights of varying degrees of quadratic and linear falloff. Layering light pass atop light pass to give the illusion of a muddy flood water.
Essentially this test was to see how close to liquid I could get a Krakatoa render to be without having to mesh the particles. For DOF I used the embedded Depth pass in Nuke. Works great!!!
Loading more stuff…
Hmm…it looks like things are taking a while to load. Try again?