Perhaps a chain of 10 blog type images that rendered/blended together. That is almost like a piece of string pulled out of the bucket with images attached and spaced along the string...
In your case, I would use a mesh for the bucket, and one for the paint flowing out of the bucket, that looks like a stream of paint. The paint-stream mesh would get a paint like material (maybe with a bump map for paint lumps, a high specular intensity for lighting etc) , and to animate it flowing, I would use uv-displacement (it can be easily implemented in a pixel shader).
You could also add a mesh for the paint that is inside the bucket, and then use some dynamic scaling on both paint meshes, based on angle of the bucket and amount of paint that is still in the bucket. The math for this would be based on simple, intuitive rules, like these:
- as the angle of the bucket increases, the width of the stream mesh increases, and so does the speed at which level of paint in the bucket decreases
- as the angle of the bucket decreases, the oppsite of the above happens
- as the level of paint in the bucket decreases, the width of the stream decreases.
You could also use vertex blending between the two paint meshes, to make a smooth transition between them.
However, the biggest problem with this method would be fitting the paint and bucket meshes togeteher, because you have to be careful to avoid intersections, and to make the water inside the bucket fit the edges of the bucket...
You'll also have to handle placing the stream mesh at the correct position around the bucket - the stream should flow from the direction in which the bucket is tilted.
Edited by tonemgub, 27 November 2013 - 06:11 AM.