Hi, I want to model a irregular bubble like in this image(it is captured from a paper).
The transparent is what I want. I have tried metaball, but it seems less controlable than mesh for a blender new comer. Could you give some suggestion? Thanks in advance.
You can model with a sphere, Press O (letter) and work with it. Alternatively do it in sculpt mode.
Learn how to make glass and similar materials for the transparency, Plenty of tutorials on this if you search for them.
Proportional editing and using a subdivision surfaces modifier should give you the control you want. Start with a healthy number of control points.
It really works. Thanks.
One more quck question about the subdivision, I use this http://wiki.blender.org/index.php/Doc:2.6/Manual/Modifiers/Generate/Subsurf
to subdivide a surface. What is the difference between it and [Object tools]->[shading] ->[smooth or flat]?
Thanks.
I do model a bubble modle using the method you suggested. However, the rendering result has a serious zigzag. Because there are many causes for the final zigzag result. So I use the same rendering setting to render two objects. The only difference between them is the geometry.
The left image has little zigzag, but the right image has a lot. My suspection is the normal of the irregular bubble, since I use the subdivision to make sure the vertical is smooth. But I am not sure about the normal. In rendering transparent object, the normal will influence the direction of ray.
Attachments
It looks like your glass is simply magnifying pixilated image behind it:
Try using image with higher resolution, or pixel.
lower the index of refraction of the bubble, and give it an actual thickness. Right now it’s being treated as a solid piece of glass rather than something with air inside of it.
In regards to previous question. Sub-divide increases the amount of polys giving a smoother/rounded look when required. For example one face is split into 4 faces/polys. If you apply this modifier and go into edit mode you will see the difference. Shading set to smooth does as it sounds. Since meshes are made out of verts joined together to form flat faces smooth shading ensures the program displays your mesh as a smooth object. Flat shading does not. Turn down the sub division level and switch between smooth and flat to see the difference.