Macha Posted March 25, 2011 Share Posted March 25, 2011 (edited) Does anybody have an idea about how to create, animate, and render foam? The kind of foam you get when you brush your teeth, or when you point the showerhead at soapy water, or sprinkle salt on slugs. I'm thinking particles sticking to each other at a growing radius, or maybe smoke, metaballs, or, hmmm, tricky, and the shading part...hmmm... Edited March 25, 2011 by Macha Quote Link to comment Share on other sites More sharing options...
glomm Posted March 25, 2011 Share Posted March 25, 2011 i've done some rnd recently on this topic- foam bubbles in a cup i've used sop solver with some vops using point clouds stuff inside here's the result i'll post hip file later Quote Link to comment Share on other sites More sharing options...
pclaes Posted March 25, 2011 Share Posted March 25, 2011 I think the above mentioned pointcloud technique will give you the fastest, most controllable results. In regards to rendering, I would consider rendering clusters of spheres (instances or use ClusterThis) or variations of spheres (2 together, 3 together, 4 together,..) to add more detail. There will be some intersections, but the general movement will probably be convincing enough and perhaps consider animating the bigger hero bubbles as rbds/particle system. Shading wise, just transparent with a bit of a fake oily sheen to it should be fine, perhaps a bit of falloff added around the edges. Quote Link to comment Share on other sites More sharing options...
bandini Posted March 25, 2011 Share Posted March 25, 2011 Very cool. I'd love to see how you did that. i've done some rnd recently on this topic- foam bubbles in a cup i've used sop solver with some vops using point clouds stuff inside here's the result http://vimeo.com/21482676 i'll post hip file later Quote Link to comment Share on other sites More sharing options...
Macha Posted March 26, 2011 Author Share Posted March 26, 2011 Something along those lines maybe. Any ideas about shading? Transparent intersecting spheres are very expensive. foasm.hipnc Quote Link to comment Share on other sites More sharing options...
~nature~ Posted March 26, 2011 Share Posted March 26, 2011 Hi, Macha, I have some idea about it. according to my reading, foam shading should be the typical of level of details. for the mid and distant shot,usually foam is simulated using particles(birth,kill and convert into water) and finally rendered as mesh. for the distant part, texture should be sufficient, I remember Houdini 10 has the foam shader shipped with it. As for the mid one where detail begins to stand out, displaced subsurface scattering shading should do the job.Cellular noise is our best friend regarding the displacement shading. Sphere sim at this point is ok and maybe use metaball to produce the mesh so that the rough surface at the top of the foams continuity could be simulated to some extent. Quote Link to comment Share on other sites More sharing options...
ohiro2 Posted April 10, 2011 Share Posted April 10, 2011 Hi Macha, Here is the spot I worked on the foam while ago. It was not animated at all but shading wise, It is just a volume cloud inside transparent object with noise displacement. The volume cloud can give you a fluffy look. Hope this helps Quote Link to comment Share on other sites More sharing options...
dynamoanders Posted September 16, 2011 Share Posted September 16, 2011 Hi Macha, Here is the spot I worked on the foam while ago. It was not animated at all but shading wise, It is just a volume cloud inside transparent object with noise displacement. The volume cloud can give you a fluffy look. Hope this helps Hi ohiro2. I´m trying to create a similar thing, could you post a hip file to help me get started with the shading? Thanks //Anders Quote Link to comment Share on other sites More sharing options...
ohiro2 Posted September 20, 2011 Share Posted September 20, 2011 Hi Anders, Here is a basic setup. Hope you will get an idea. foamsetup.hip Quote Link to comment Share on other sites More sharing options...
3dome Posted December 21, 2016 Share Posted December 21, 2016 sry for reviving this, but how did @glomm make them stop and move along the "circle border"? unfortunately he never posted the hip, right? Quote Link to comment Share on other sites More sharing options...
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