Let's do an interesting rendering! After burning the CPU, don't you render a picture and invite your computer to drink iced coke?
It mainly explains the tips of adjusting gradient texture, the use of displacement and geometric nodes of bubbles, the usage of sun & sky, and the play of rainbow light.
It is not easy to set up a dog for work. If there are any deficiencies, please let me know. If you feel good, I hope you can leave a compliment or comment, or pay attention to me. I will continue to cheer up and make some good and attentive tutorials. Thank you!
First import the model
Give the middle yellow part a liquid material and change the color to approximate the cola color.
Give the cup outside a solid glass material and white
At this time, we found that the liquid overlapped with the model inside the cup. We switched the right panel to the scene, clicked the internal liquid, and changed the size of the object in the position.
After changing the object size to 0.99, the coincidence phenomenon disappears
Hide the cup, double-click the liquid material, open the material diagram, right-click to add geometry (bubbles)
Double-click the bubble node to change the value to the appropriate size (you need to try repeatedly, and you need to click the refresh geometry node button to refresh after each change) (the size is to control the size of the bubble, the variant is to control the largest part of the random bubble, and the bubble density is the number of bubbles in the control unit)
After adjustment, we found that the liquid was full of bubbles. The real cola seemed to have fewer bubbles at the bottom and more bubbles at the upper part, so we right-clicked to add the gradient texture, opened the moving texture, and adjusted to the appropriate position by zooming and moving (TIPS: the direction of the red axis of the moving texture clock represents the direction of the gradient)
Link it to the density texture. At this time, we found that the bottom bubbles became less and then gradually increased (the principle is that black represents no bubbles, white represents bubbles according to the settings, and how does gray change according to the gray value)
We close the material map, change the refractive index to 1.33, and moderately change the transparent distance to increase the liquid permeability.
After setting up, we disconnect the link of the geometric node and refresh the geometric node again to make the bubble disappear and reduce the cpu load of the computer when we adjust next.
Then we hide the liquid material and light the cup.
Copy a cup in the scene menu, hide the cup before copying, then right-click the copied cup to find and open the surface of the split object.
The outermost cup wall of our stand-alone machine can only select the outermost surface by changing the value of the split angle. Then we click on the split surface on the left and click on the application in the lower right corner to complete the setting.
Remove the remaining parts from the scene menu, leaving only the outer cup wall.
Click on the material map, drag in the water drop texture map, and right-click to add the shift node in the geometric node
Change the mapping method to cylindricity, click on the alignment part, turn on the moving texture, and try to select the XYZ axis in turn until it is appropriate.
Link it to the shift node, change the shift height to 1mm, and click refresh. At this time, we found that the water droplets look ugly because there are not enough triangular faces.
At this time, we will change the size of the triangle and gradually reduce it (pay attention to save it first to prevent the software from crashing during the replacement process, and do not give it too small at one time. Too many faces will lead to excessive computer computing pressure and Caton)
Then we copy a water drop map, right-click to add color adjustment and link, adjust contrast to enhance black-and-white contrast (the principle of shift node is that black does not replace, white is replaced according to numerical value, and gray is replaced according to gray scale) (transparency map is also the corresponding principle, white is opaque, black is fully transparent, and gray is adjusted according to gray scale for transparency)
By linking the color adjustment to the opacity node, we found that we only saw water droplets.
At this time we relit the cup, but we found that the replaced cup wall seemed to coincide with the outer wall of the cup.
At this time, we click on the replaced cup wall, change the offset height to 0.01, change the material to liquid, and change the refractive index to 1.33 (the offset height controls the overall displacement offset, and the shift height controls gray and white, the offset height is less than 0, it is offset to the opposite direction of the normal, and if it is greater than 0, it is offset according to the normal direction) (it doesn't matter if the liquid turns black, this is because of the problem of light setting, and the light mode will be set later)
Puxiang can only upload 50 copies, please open the homepage for the rest, there is the next episode, thank you for your attention
Those who need source files can leave comments and email, and I will send them as soon as I see them.
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