Poker room · underwater feel
Our poker room with water effects running live on top of it, in the browser, in real time, no video. Nothing in the scene moves and nobody swims anywhere: this is all atmosphere. The only question is which layers make the room feel like it is underwater. Switch them on and off.
The same room, one effect each, so it is obvious what every layer does on its own. Several of them look like nothing alone and change the whole picture once stacked. Each panel is turned up a little compared to the scene above, so the effect is visible at this size.
Each pair runs the same room with one decision changed. These are the three calls I would want settled before anyone builds this properly.
On a single wave, the eye finds the loop in about twenty seconds and the room stops reading as water and starts reading as a broken animation. Two waves with mismatched periods (3.7s and 5.3s) plus a slight breathing of the zoom never line up, so it never resolves into a pattern. Watch the left one for a while, then the right one.
One wave the loop becomes visible
Two waves + zoom never repeats
The usual approach is to lay the light pattern over the whole frame. But light comes from above and lands on surfaces, so a full frame overlay slides around with the camera and reads as dirt on the glass. Put the same pattern on the felt and it stays where it belongs. Both panels sway harder than normal so the difference is obvious.
Over the frame smeared on the glass
On the table anchored to the room
Same layers, same room, two strengths. On the left everything runs at full force and the art starts to disappear under it: the felt glows, the cards get hazy, the lanterns lose their color. On the right the identical set runs at half. The stronger the painting, the less you are allowed to put on top of it, and this room is a strong painting.
Full strength the art disappears
Half strength the art still leads
Three more effects exist that cannot run on a single flat painting, because they need the room delivered as separated planes: far wall, middle, foreground. Here they are on a scene drawn that way, so you can decide whether they are worth asking the artist for.
Parallax: as the camera sways, near things shift more than far things. This is the strongest depth signal that exists in a 2D scene, and it needs at least three separate planes.
A visible water surface: a waterline with air above it turns blue from a color filter into an actual place. It does not apply to a closed cabin, but it would apply to any outdoor scene.
Things that sway on their own: plants, ropes, cloth, tentacles. Anything soft bending with the current, with the tips lagging behind the base.