CD case

Hello, I am putting all my projects aside, because I have a French project… I’m going to make it in blender (I have to make a music disk case). I have planned what I want the front of the case to look like, something like this:

http://www.go-epix.net/uploadedimages/Water%20drop%20ks16870%208050114134057.JPG

Would anyone know how to create something like this? I tried the fluid simulation feature but…It didn’t create enough ripples in the water, would anyone know how to get those ripples?

This project needs to be done in a phew days! so please hurry with comments.

Loonietoon

For a fluid sim I have two suggestions: Get the real world size as accurate as possible, and crank up the resolution as high as your poor computer will handle without dying. An easier way? Use the proportional edit tool on a highly subdivided plane, and model the column of water in the middle. After modeling the column, space bar>select>random. Set it to 50, and scale out a little bit. Just an idea, I haven’t tried it.

I don’t really know how to scale the real world size properly, and your first idea didn’t work, though I respect how you tried.

There is a ripple modifier (wave). Subdivide, apply to plane, and put metaballs for the dots, maybe?

is there a way to change a surface to meta?

Not as far as I know, but there is a meta plane object. As far as getting fluid sim real world size right, the value is in meters. The area you want to simulate looks to be about 10 cm to me, so a setting of about .1 might work.

Wave modified, sculpted, stitched!
http://img253.imageshack.us/img253/9999/0001cv2.jpg

Anyone know a good water material?

How would I make a shine like this (with the image in the shine)?
http://img251.imageshack.us/img251/1002/225fn9.jpg

what you need to do is make it raytraced, find a spherical-mapped hdri of some kind, map it to the inside of a sphere with the water inside, then render:

there are some here:
http://www.debevec.org/Probes/

if you need more detailed instructions just ask.

i think it is very different from your reference photo, you can make it better before giving it a water shader, or even after.

Alpha = 0
Color = White
IOR = 1.33
Fresnel = 2
Spec = .9
Hard = 500

Try that for starters.:slight_smile: You may also want to add anywhere from .1 to around .2 ray mirror.

Lordoftheringsjunkie: Nice settings!
Jessethemid: Um how would I do that? I have never used that before.

Update (still don’t have the right reflection yet):
http://img253.imageshack.us/my.php?image=0001ue9.jpg

Update:
http://img249.imageshack.us/img249/1052/0001ra4.jpg

Oh and just so you guys know, the background is temporary (its just so the reflection shows up).
Is it okay to use this for that reflection map?
http://img411.imageshack.us/img411/3619/cdreflmapva6.jpg

For the reflection map, find a free HDR probe that you like, like the ones on the page jessethemid linked to. Load the probe into Blender as a world texture with input set to AngMap and map to set to Hori, and delete all regular lamps in your scene since HDRI is the lighting method. Block the world background from your camera with a plane behind your scene with a suitable texture on it and render with Yafray. Maybe even add a photon lamp for some caustics.

Photon lamp?
Update:
http://img248.imageshack.us/img248/5093/0001ux6.jpg

Didn’t turn out for what I expected but I like the look.

If you haven’t already, go to your world texture and change the filter value from 1 to 1.5. Also in your Yafray settings, turn on full GI on medium quality with caching. A photon lamp is a special kind of lamp you only get when you have Yafray enabled that allows the rendering of caustics. If you add one, give it about 100,000 photons with a blending value of .25.

I have never used yafray before, so there may be errors