I’m trying to create a bubbly foam but am running into some issues and what I’ve thought of doesn’t look good enough.
Basically what I did was create a foam material with SSS (basically like in the BlenderGuru beer tutorial), created a particle hair system on the foam mesh to scatter bubbles (icosphere with glass shader) around it, disconnected the bubbles to a seperate mesh and used boolean on the foam. So basically my foam consists of two meshes (thousands of bubbles with glass shader and foamy stuff between the bubbles with white’ish SSS) It’s far from being realistic (low-particle example here) so I’ve been looking for other ways and found this thread:
Most submissions seem to be using different software and don’t go too deep into details of how they were made but the thread has some beautiful bubbly foam.
Preferably procedurally through shaders, but I’m assuming the best way would just be the heavy way of using tens of thousands of icosphere particles and booleaning them like I’ve been doing but unfortunately my computer crawls to a halt when I go around 10k particles and convert them to a mesh so I’ve been unable to properly test it.
It still leaves me with a few questions, in the renders I linked to above there are a lot of very tiny bubbles between the bigger ones, how would I do that with particles since everything I try with hair particles leaves me with a lot of overlapping bubbles, so the bigger bubbles would be full of smaller bubbles etc which I guess wouldn’t look good and cleaning that up manually bubble by bubble might take years. Some of my high-particle tests haveresulted in destroying the foam mesh, so I can’t imagine how I would fill the foam of those tiniest of bubbles.
Does anyone have some tips of the most efficient way to handle something like this? Are there some tutorials out there perhaps that I’ve missed? (I thought I scanned the web thoroughly enough, but perhaps not)