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I'm trying to achieve the answer in How to create procedurally generated surface bubbles on a liquid I'm unsure on how to do this in 2.9.

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  • $\begingroup$ I think this should still work, though I might mention that actual displacement only works in Cycles when such is set to “Displacement only” or “Displacement and bump” and not “Bump only,” and what’s more it does not generate new geometry: The plane in question has to be deeply subdivided for this to work correctly. $\endgroup$
    – TheLabCat
    Commented May 11, 2021 at 2:15
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    $\begingroup$ On the other hand, geometry nodes might be a better way to do this whole idea fluently and with less unused vertices. $\endgroup$
    – TheLabCat
    Commented May 11, 2021 at 2:15
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    $\begingroup$ Oh I see, thanks for the help $\endgroup$
    – Popcorn
    Commented May 11, 2021 at 2:17
  • $\begingroup$ The linked answer doesn't need much subdivision since it's working with microdisplacement... actually it works on a plane with only 4 vertices. However, I would really like to achieve that look but as others there are pointing out in the comments, a little more info would have been useful. With the node setup pictured there somehow translated to an updated version I get something that looks (kind of) the top image, but I don't know how to get to the bottom result from there. It's a pity the original respondent never answered that. $\endgroup$ Commented May 11, 2021 at 6:31
  • $\begingroup$ @Gordon The setup seems to still work. The Voronoi node changed a bit, you need to add a Multiply node to get the same output :) $\endgroup$ Commented May 11, 2021 at 12:13

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Here's a setup for both large and tiny bubbles :-)

  1. Create a plane or a subdivided circle
  2. Enable Adaptive Subdivision to use microdisplacement
  3. Set Material Displacement > Displacement (only works in Cycles)

enter image description here

enter image description here



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    $\begingroup$ "Minor tweaks", that's good... you're funny :D Multiplying the Voronoi textures with themselves, then subtracting one from the other, no power node, combining with Musgrave texture... that's almost a completely different setup ;) Or at least, from what is shown in the original setup which only needs to be "duplicated a couple of times" as stated there, I would have never come to your node setup. Thanks! I'll try that. $\endgroup$ Commented May 11, 2021 at 12:31
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    $\begingroup$ I now realize it's actually quite more complex :). Anyways, it works and that's the point. $\endgroup$ Commented May 11, 2021 at 12:51
  • $\begingroup$ That's really cool. The only thing I changed from this setup: some bubbles (especially visible on the larger ones) have quite sharp ridges or at least the shading isn't so smooth in some parts because of the Musgrave texture's Color Ramp. So I've set the white slider completely back to the right end. And if I want to increase the gaps between the bubbles I multiply the ramp output by a factor > 1. This makes the bubbles look smoother. $\endgroup$ Commented May 11, 2021 at 13:20
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    $\begingroup$ Good idea, that bothered me a bit too, thx :) $\endgroup$ Commented May 11, 2021 at 13:22

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