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Liquid Sim :: Part 8 :: Solo Render Tests

  • Writer: Birdie Shelton El
    Birdie Shelton El
  • May 22
  • 2 min read

Updated: Aug 22

Water Render Tests

I will render each of the elements separately to ensure there are no issues when combining them all together.



Default Water Shader White: #FFFFFF

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I thought that this looked too much like glass. My professor suggested adding the slightest hint of blue.

Default Water Shader slightly blue: #DDE5E3

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I like this much better, and it matches the reference more closely.


Final Water Render <----------------> Reference Water



Glass Render Tests


Limits for all of the renders.

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Maya Models // Render 1 & 2

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Render 1. There are lots of jagged artifacts on this one, so I went back and adjusted my original model.

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Render 2. I softened the point edge and double checked for any issues in the geometry. There is still lots of black here and in some spots it is worse than before.


Houdini Model // Render 3

Render 3. This render, I made a copy of the geometry using a curve that I rotated to ensure there were no issues in my geometry. Most of the artifacts are gone, but the rim is still quite dark.


Houdini Model Variations // Render 4, 5, 6, 7, & 8


Render 4. I moved an edge around the lip of the glass so that the rim wouldn't be flat.



Render 5. I started with 3 and beveled it. Getting better.


Render 6. Here, I beveled 3 and brought back the edited rim. This feels like a step backwards.



Render 7. In this one, I beveled the lip and turned the distance all the way to 1. This is the best version yet, but the reference doesn't have as much black so I think it can look better than this.



Render 8. I took the geometry from 7 and made the glass thicker. This one is the best out of the lot!



Final Glass

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Reference

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Next Steps:

  1. Fix Collision

  2. Shape initial spash to more closely match the reference

  3. Shape the stream to more closely match the reference

  4. Add bubbles

  5. Render liquid and glass with shaders

  6. Add smoke

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