Water Bubbles and Ripples = Bumps?

What I was working with is a beaker that has liquid in it. The liquid is flat in the beaker. While there are settings for the amount of liquid, the color of the liquid, and even the tilt of the liquid, there's only one thing that I don't have/know how to do: I want to give the water that free flowing, almost mountanous (don't think that's the right word but I don't what is) type look when you shake you glass a bit and the water jiggles. I think it can be done with the bumps and the displacement, a couple of youtube videos pointed me in that direction, but I couldn't find one that was specific to water and how to make it look that way. I've got some images from Google that have circleed ares o shwo what I'm talking about. 

132-1326889_water-cup-png-transparent-image-cocktail-png-download.png
840 x 1377 - 218K
6142302-ice-water-pouring-in-transparent-glass-or-cup.jpg
800 x 1300 - 154K
png-clipart-water-filling-drinking-glass-drinking-water-a-history-edition-book-the-cup-is-pouring-glass-tumbler-thumbnail.png
348 x 466 - 45K

Comments

  • margravemargrave Posts: 1,822
    edited October 2021

    Daz Studio isn't a mesh editor. Trying to create a displacement map in a third-party program so you can mimic a fluid sim in Daz is like trying to cure a headache by banging your head against the wall, and it'll leave you in about as much pain.

    Here's a more effective solution:

    Export the beaker from your scene as an obj file. Make sure you filter the obj options so you're only exporting "Selected Roots", or else your whole scene will get written out.

    Import the obj into Blender, making sure to set the scale to 0.01 (or 1%, whichever it says). Daz units are one hundred times bigger than Blender units, which throws off physics calculations.

    Follow this video:

    (You can ignore the part about materials, since you'll be re-applying those in Daz Studio. Also, don't move the beaker from where it's imported.)

    Pick a frame where the liquid has a nice flow. Make sure you have only the fluid domain selected, then convert it to a mesh by applying the fluid sim modifers. Then export it as an obj, making sure to set the scale back to 100.0 (or 10000%) and to tick "Selected Only". You don't care about exporting the beaker, since it already exists in your Daz Studio scene. All you want is the fluid.

    Re-import the fluid sim into Daz Studio. As long as you got the scaling right and didn't move anything in world-space, it should appear exactly inside the beaker.

    The process seems more complicated than it is. Once you get the hang of it, import-export settings become second nature.

    Post edited by margrave on
  • You're right about one thing - this does sound complicated. But I'm sure that once I actually get it started, then it'll be a little easier. I'll start this up in a couple of hours and see how that goes. 

  • margravemargrave Posts: 1,822

    Gemini Queen said:

    You're right about one thing - this does sound complicated. But I'm sure that once I actually get it started, then it'll be a little easier. I'll start this up in a couple of hours and see how that goes. 

    Taking assets between programs is always a little complicated, but once you get used to it, you'll find the scope of what you can do in Daz Studio (or outside of it) expands considerably.

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