Home Forums Challenges Challenge 05: Beer foam

103 replies, 36 voices Last updated by Profile photo of Julius Ihle Julius Ihle 2 months, 2 weeks ago
Viewing 20 posts - 21 through 40 (of 104 total)
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  • #6205 Score: 0
    Profile photo of Joshua
    Joshua
    Participant
    @tane2

    WIP1

    Been trying the Challenge in Unreal Engine and struggling with the refractions within the water and glass. Anyone know the math or code behind Nested dielectrics??

    Any help?

     

    #6206 Score: 4
    Profile photo of Julius Ihle
    Julius Ihle
    Participant
    • something with pixels @ ILM / LucasFilm
    11 pts
    @juls

    Hi,

    Had a bit of time today, here’s a first WIP. Loads of stuff to do still, especially the big bubbles are totally off shading-wise. I’ll keep digging if I find more time 🙂

    Colors are a bit more crunchy because I’m working in ACES. Hope that’s OK!

     

    @yuvs
    Just use the rotation values from the first pass in your DomeLight. The resolution should be a 1:1 pixel aspect (reference image provided is 1024×1024).

    This post has received 4 votes up.
    #6225 Score: 1
    Profile photo of Danil
    Danil
    Participant
    • Russia
    1 pt
    @danilsh

    Second step.

    Second step.

    This is third version of shader. I use standard maya leather for bubbles. Before that I tried to use PxrFlakes.

    This post has received 1 vote up.
    #6237 Score: 0
    Profile photo of Rawan Alhosani
    Rawan Alhosani
    Participant
    • Student/FreeLancer
    @r-alhosani

    First timer over here! At this point just playing with the shaders and slowly building it up. I chose to go with Alshaders as it has more features to it. Finally got the glass working, the beer is looked bit yellow but its fixable. Leaving the foam to the last.

    Tip!: Any of you guys working with Arnold render, make sure to increase the sample in the Ray Depth, specifically volume and refraction, it helps A LOT with the glass shader.

    Base Shader set up

    #6284 Score: 0
    Profile photo of Andrei
    Andrei
    Participant
    @andrei

    Wip:

    I think i need to add another displacement to break the surface.

    This is done just in the shader, used substance designer for bubbles and Arnold C4d.

    #6326 Score: 0
    Profile photo of Umberto Celentano
    Umberto Celentano
    Participant
    • 3D Artist
    @umbcel

    Beer foam without bubbles

    First wip shading in LightWave 3D + Octane 3.x

    #6327 Score: 0
    Profile photo of Umberto Celentano
    Umberto Celentano
    Participant
    • 3D Artist
    @umbcel

    Beer with foam and bubbles

    Second wip – Substance Designer to design bubbles – Render in LightWave 3D + Octane 3.x

    #6380 Score: 0
    Profile photo of Máximo de Castro Paz
    Máximo de Castro Paz
    Participant
    • Student
    @maximo

    Cerveza

    WIP 1: Lightwave Native Render

    #6419 Score: 0
    Profile photo of Raco Codu
    Raco Codu
    Participant
    • 3d artist
    @racocodu

    So can anyone share the correct dome orientation / spherical coords for the hdri for 3ds max and vray?!

    Or is that also part of the challenge?

    #6476 Score: 0
    Profile photo of Julian
    Julian
    Participant
    • ArchViz 3D artist in France, now travelling in New Zealand
    @atk3d

    For me X=0 Y=5 Z=116, I locked the HDRI to a Vray dome light a rotate it.

    #6513 Score: 0
    Profile photo of
    Anonymous
    11 pts
    @

    First WIP from me. Completely shaderbased. Slight cc

     

    #6537 Score: 1
    Profile photo of Thilo Seifert
    Thilo Seifert
    Participant
    13 pts
    @thilo

    My last try

    This post has received 1 vote up.
    #6570 Score: 0
    Profile photo of Danil
    Danil
    Participant
    • Russia
    1 pt
    @danilsh

    step 3

    This is the next attempt to use PxrWorley for the generate bubbles pattern.

    I`ve used displacement by layers. First layer is cavity of top. Second layer is a voronoise. Third layer is a big bubbles, and last one is a little bubbles. I do not like this result. Probably will have to do it in Houdini.

     

    #6573 Score: 2
    Profile photo of Thilo Seifert
    Thilo Seifert
    Participant
    13 pts
    @thilo

    update with slightly smaller bubbles

    This post has received 2 votes up.
    #6807 Score: 0
    Profile photo of Arvid Schneider
    Arvid Schneider
    Participant
    • Sn. Lighting TD ILM
    11 pts
    @arvid

    Hey Thilo, could you share some insights on your approach please. Its looking very drinkable 🙂

    #6830 Score: 0
    Profile photo of Leon Berlis
    Leon Berlis
    Participant
    • cg student
    @leonberlis

    Hey guys , just wanted to share my WIP.

    I’ve used Arnold and decided to not use any extra geometry and to texture the foam completly procedural. For the bubbles I used a granite texture which displaces the foam and works as a mask for the mix shader between the bubble and the foam material. I’m still struggling with the foam that is only visible through the glass and also the bubbles on the right side of the foam. You can see the edge of the bottom foam geo through the bubbles. If you have any ideas on that pls let me know 🙂

    Arnold WIPfoam displacement

     

    shading tree

    #6849 Score: 0
    Profile photo of Thilo Seifert
    Thilo Seifert
    Participant
    13 pts
    @thilo

    @arvid
    Thank You 🙂

    Software:
    Cinema 4d and Arnold

    Approach:
    I generated spheres on a plane which are not overlapping via the dart throw method in xpresso (Cinema4 d).
    from this mesh i renderd the displacement for the bubbles.

     

    I made a shader  just for the foam without the bubbles, displacement, color,sss where driven by the generated displacement map.
    for the bubbles i duplicated the mesh and used the clamped displacement map for the opacity, the none clamped for roughness, transparency, and of course displacement.

     

    the images are from the first WIP and rendered in Corona, if someone is interested i could make some of the current version

    #6989 Score: 1
    Profile photo of Julius Ihle
    Julius Ihle
    Participant
    • something with pixels @ ILM / LucasFilm
    11 pts
    @juls

    Had a bit more time yesterday evening to tweak a bit more and kicked off a render. Couldn’t resist to add a tiny glint in post, other than that its the pure render. No geometry modification, no textures, etc – still 100% procedural.

    Still a lot to do, I’ll continue when I find some more time.

     

    Crop:

    This post has received 1 vote up.
    #7012 Score: 0
    Profile photo of Arvid Schneider
    Arvid Schneider
    Participant
    • Sn. Lighting TD ILM
    11 pts
    @arvid

    Hey guys!

    Awesome entries already! And I love the techniques used..good ideas.

    I m not sure if I will finish my entry..but I ll post stuff as I find time to work on it.

    This time I ll work with KtoA ( Katana & Arnold )

    Lighting Setup

     

    #7013 Score: 0
    Profile photo of Danil
    Danil
    Participant
    • Russia
    1 pt
    @danilsh

     

    Back my network to use maya leather for bubble patterns. In big resolution i see some mistakes. I correct this after vocation.

     

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