August 21, 2017 at 3:19 am #8576
Daniel NissnParticipant3 pts@daniel
Some really crazy good entries, tried my best with c4d and redshift. This was so much harder than I expected wish I would have started weeks ago hahaThis post has received 1 vote up.August 23, 2017 at 7:45 am #8852
This is my version of foam.
UPD: i have one idea for make a little better result. So it is not final render. 🙂August 23, 2017 at 9:37 am #8859
- 3d artist
Wow! I see a lot of good stuff! A bit intimidated tbh, but I will definitely try a version this weekend. 🙂
Btw – the reproduction of the big shadow on the glass – is that part of the contest as well?August 23, 2017 at 10:18 am #8862
- Motion Designer
All of the work on this site I’ve seen so far is mind blowing. I work in C4D and would love to see a fellow C4D designer do some sort of time lapse record so that I can in some way determine a work flow of sorts?
There are some delicious looking pints here. I’m looking forwards to partaking in another competition soon, just wanted to say to everyone who’s entered so far that you are all doing some ace work!August 23, 2017 at 3:35 pm #8881
s the last one. Im add one more displace layer inside big bubbles.August 23, 2017 at 11:40 pm #8903
There’s some seriously awesome entries!
This challenge has been great fun! Below is my final entry I think. So much more stuff I’d wish to work on, but I unfortunately won’t have time anymore most likely.
As previously no postwork, except for the glints… Just a lot more noisy this time 🙂
Crop:This post has received 2 votes up.August 25, 2017 at 3:44 am #9058
Finally post some updates again !
@juls whoa that shading was a lot better than before ! is that a double geo on top of each other to create that look ?
Anyway here is my another entry, will try to do last tweak for bigger bubbles..hopefully I can get on time for that..August 25, 2017 at 7:29 pm #9137
Sorry yep I should have mentioned that 🙂 I duplicated the original foam mesh. I tried to keep everything as procedural as possible so instead of moving/scaling it around I used the same base displacement shadernetwork like for the original foam and just offset it by a constant value. I subtracted all the big and medium bubbles from that to get the sense of the other half-sphere from the bubbles below them if that makes sense 🙂August 25, 2017 at 9:12 pm #9144
- Technical CG Artist
This is my second try. ( maybe final)
Renderman for Katana 21.5 All shader pattern is procedural, except foam inside the glass mask.
Hope you like it.August 27, 2017 at 7:01 pm #9359August 27, 2017 at 7:08 pm #9360
- Probably waiting for uncompleted render buckets
@thilo, i’d definitely drink that!! Nice workAugust 27, 2017 at 8:38 pm #9371August 28, 2017 at 5:20 am #9422
Hi guys !
I’d like to share my final entry for this challenge !
@juls so correct me if I’m wrong, would it be like one for the foam + really small bubble and the other one is medium and big bubble ? , and the foam one got the displacement subtracted to make a difference inbetween that ?August 31, 2017 at 10:06 pm #9841
final tryThis post has received 1 vote up.September 1, 2017 at 12:37 am #9854
- 3d artist
I would say my setup is a bit far from what one would call ‘production proof’, but it depends. Coming from the print industry I believe one can afford to go overboard like this – and sometimes we do.
Final poly count is something around 40mil, DOF is done in post, as well as color correction / grading stuff. Will come back with a raw render. Render times pretty high at ~10hrs at 2400px.
Really wanted to try a few more iterations – I had a few other things in mind regarding shaders / overall setup, and some things are really rushed, but as I said – without ‘massive compute power’… it’s not happening. 🙂
Rendered in Vray / 3dsmax. Really wanted to try all the fancy stuff you guys are pulling here – especially Renderman or Arnold – but once I saw what kind of render times I’m looking at I reconsidered.
Awesomely fun challenge though… one thing I should mention – colors may be way off, there’s something wrong with my display so please someone let me know if so.September 1, 2017 at 4:20 am #9884
Máximo de Castro PazParticipant
September 1, 2017 at 8:56 am #9900
This is looking really cool! The details like the area you can see through the big bubbles, the contact to the glass and the small bubble-rings around the bigger bubbles look great!September 1, 2017 at 11:57 am #9910
agreed, looks quite convincing, but I highly doubt its shaderbased..September 1, 2017 at 2:19 pm #9932
That s all i could do.
I’m not satisfied at all with the results i don’t have a powerful PC so i could spend “hours” just waiting for some buckets : D.
I want to thanks everyone because in those days i learned so many thinks and i tried all the ideas SSS,Volume but i settled with a volume shader its not like Arnold’s but its ok(i didn’t know that it existed) .
I used three geometry’s one for the Volume one for the bubbles and one for the Specular,Reflection.
All in the same potion but with different maps displacements and alphas.
I wanted to go with 1920×1080 but my PC couldn’t even start the render(Freeze,Restart PC).
And Photoshop for the ColorCorrection.September 1, 2017 at 2:58 pm #9938
- Probably waiting for uncompleted render buckets
I think we can all conclude beer foam is a very hard shader to tackle, but never the less we’ve seen some incredible entries. It was also great to see so many different shading approaches.
This means @kopatych gets sent a shadersxyz t-shirt! Nice work dude. You showed great shading techniques and a mindset of sharing all knowledge you can – exactly the shadersxyz way! @racocodu, could you give a little bit more explanation how you tackled your work? It looks just fantastic, but I think I can also see handplaced elements, right?
@juls, I think you got closest to the overall values distribution in the shader – it’s impressive stuff.
I’d like to thank EVERYONE who participated. These challenges are not held to be won, but to learn along the way. I promise next month’s challenge will be easier : D
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