This started out as just a glass mug with coffee, but it turned into a whole scene of my desktop. I was learning making glass and liquid materials in Blender.
Then I decided to play around with geometry nodes to add bubbles. I couldn’t figure out an easy way to stop them from intersecting the glass. So, I just let them. I suppose I could have realized the instances, converted to mesh, and somehow done one or more booleans. Doing nothing was faster.
Then I practiced some more complex uv unwrapping and texturing with models of some items I actually have on my desk in the real world. The glass beer mug is also a thing I have in the real world. I used very simple models and tried to let subdivision surface modifiers do most of the work. I’m still not sure how to render the simpler, non-subdivided mesh wireframe without going back and disabling the modifier. Each item but the picture frame uses a single respective material with masks to achieve different material properties on different areas of the mesh.
It took me forever to get particles right in Blender. I rendered the picture frame a dozen times before I got a decent version with nice felt-like material. Here is a very low samples one. This was my first time using particles. It was also my first time using physics in Blender for the steam from the coffee. I’m still working on improving with these features in Blender.
That’s me in the photo, circa 1980. It’s at the Sleeping Bear Sand Dunes National Lakeshore.
I also practiced trying out different lighting and different aspect ratios. I decided I liked a combination single spotlight with an HDRI best. I like the wide landscape view best, but this vertical one is Ok too I guess. You can see more of the steam in this one.
Thanks for reading.
- Minor correction. The pens actually do have a separate material for the chrome parts. So, two materials on a single mesh. Similar to how I did the more complex frame which has several materials on one mesh.