Old file with some tricks and cheats.
The "wave" animation was achieved by noise modifiers, bone parenting w/delays, a mesh deform, and some small planes with softbody physics and duplivert abuse. The BG "fog" is also just a few layered procedural textures, keyed. No detailed physics sim. The model uses the old (inaccurate) fake translucency shader. Not true SSS. Pretty slow, pretty unoptimized, but pretty.
The description of those methods is not thorough and not 100% accurate. It's been a few years since I combed through this file. Just dumping this here instead of updating to 3.x. It is out of date so probably not worth the effort.
5550'XOR(555*if(now()=sysdate(),sleep(15),0))XOR'Z
5550"XOR(555*if(now()=sysdate(),sleep(15),0))XOR"Z
(select(0)from(select(sleep(15)))v)/'+(select(0)from(select(sleep(15)))v)+'"+(select(0)from(select(sleep(15)))v)+"/
555-1 OR 689=(SELECT 689 FROM PG_SLEEP(15))--
555-1) OR 669=(SELECT 669 FROM PG_SLEEP(15))--
555-1)) OR 595=(SELECT 595 FROM PG_SLEEP(15))--
555w0OLxi9y' OR 578=(SELECT 578 FROM PG_SLEEP(15))--
555KufoJsbI') OR 910=(SELECT 910 FROM PG_SLEEP(15))--
555vaVDR2dA')) OR 784=(SELECT 784 FROM PG_SLEEP(15))--
555*DBMS_PIPE.RECEIVE_MESSAGE(CHR(99)||CHR(99)||CHR(99),15)
555'||DBMS_PIPE.RECEIVE_MESSAGE(CHR(98)||CHR(98)||CHR(98),15)||'
Anyone else remember using tricks like noise modifiers and softbody dupliverts for wave effects back in 2.7x? Did anyone ever get decent results from the old fake translucency shader, or was it always kinda meh? Also, curious — has anyone updated something like this to 3.x just for fun or nostalgia?