Here is my personal challenge, and I encourage any and all of you to take it up:
Use Blender to model and animate ice cubes dropping into a tumbler of scotch with some splashing out onto the table. :shock: (My appologies to neat Scotch drinkers but it just not as interesting)
Second challenge is even tougher:- use blender to model and animate a frosty beer being drawn from a tap, set onto the counter and foaming up over the edge with a drip and slosh over the side that dribbles down as the foam head partially clears. Yes you need a hand too and it should shake off the foam after it sets the beer down.
Funny how I’m not a huge fan of realistic modeling except this. This self challenge has been in my head for over a year now and I’m hopeful that Blender 2.6 will be up to the task. The more I think about it, the more I come to think that this probably is one of the tougher physics sims , materials and raytracing problems. Yep its much harder than fire and explosions, LOL.
So my first try points out some problems:
THe physics sim of fluids has some significant flaws (including this user’s errors!). For example, Using the tumbler as an obstacle with volume initialized as both pushes the fluid way up higher than the rim of the glass, not letting it drip off the side as if there is too much surface tension. Unfortunately I don’t see any sort of setting for shell distance. Why try both? I was hoping that the extra distance from the inside of the glass would make the scotch material look better. I also can’t figure out how to make it generate capillary action to make a meniscus (the fluid creeping up the inside of the glass at the edge).
Materials are tough, I’m getting too much “sky” reflection on the droplets of scotch on the table - I think a darker “Ceiling” will fix that, need a good HDRI bar interior. 8)
Table wood-> well it needs less nor and a smaller grain but smaller grain leads to speckles.
Layout-> I need more of a bar or drawing room like environment - that will come later.
Any other thoughts?