Page 1 of 1
swirly shiny liquid
Posted: Sat Mar 11, 2023 7:05 pm
by mitchino
I'm rendering some soap products and need to create a couple of swirly, glittery viscous liquid materials.
Looking for some advice on how to achieve this or does anyone know of a material I can buy/obtain that fits the bill?
I'm thinking the marble shader might work somewhere in the mix?
A helping hand would be great!
Re: swirly shiny liquid
Posted: Thu Apr 06, 2023 3:06 pm
by elsksa
Hi,
Essentially a fluid sim or static mesh relying on displacement for the surface deformations/details, coupled with a metallic material similar to a car paint. An relatively simple starting-point.
Re: swirly shiny liquid
Posted: Thu Apr 06, 2023 5:04 pm
by frankmci
elsksa wrote:Hi,
Essentially a fluid sim or static mesh relying on displacement for the surface deformations/details, coupled with a metallic material similar to a car paint. An relatively simple starting-point.
Perhaps a swirly Normal map with the speckled car pain, plus a subtle Film Layer for some iridescence, then that whole thing mixed with a similar color material that has a bit of sub-surface scattering.
Re: swirly shiny liquid
Posted: Thu Apr 06, 2023 6:04 pm
by elsksa
frankmci wrote:
Perhaps a swirly Normal map with the speckled car pain, plus a subtle Film Layer for some iridescence, then that whole thing mixed with a similar color material that has a bit of sub-surface scattering.
Valid suggestions, although I wouldn't go down the SSS route.
One aspect to consider is the normal map (or bump) "flatness" as opposed to the actual geometry displacing a displacement map produces. Generating both textures could actually come handy when displacement is too heavy for the scene, depending on the situation, as I doubt rendering disp' will be problematic, these days.
Re: swirly shiny liquid
Posted: Thu Apr 06, 2023 10:40 pm
by frankmci
elsksa wrote:
Valid suggestions, although I wouldn't go down the SSS route.
One aspect to consider is the normal map (or bump) "flatness" as opposed to the actual geometry displacing a displacement map produces. Generating both textures could actually come handy when displacement is too heavy for the scene, depending on the situation, as I doubt rendering disp' will be problematic, these days.
I agree, I doubt displacement would be a significant rendering hit. I think in this case, though, since the surface really
is "flat," or at least perfectly conforming to the interior surface of the bottle, displacement of sufficient depth to create a similar look would be apparent in the silhouette. Since this look is actually a result of tiny reflective particles in suspension, it behaves very much like a normal map. Depending on the liquid, some I've seen are pretty much 100% opaque, but others have some transparency/translucency. The SSS would be a bit of a render hit, but under certain lighting conditions, it could really sell the effect.
But there's more than one way of skinning a cat, as they say.
https://www.youtube.com/watch?v=wPJffrEQGYs