Great tutorial, but I'm having issues getting my potion to be the same color. The Add Lights is where I got lost. I tried to mimic the lights as close as I could, but I can't get it to look right. Would be awesome to be able to see your location/rotation/scale values for each light to mimic that loadout. But yeah, I got mine as close as I could, but my bottle is tinted brown and while yours is purple at that point. (35:52) My volume absorption is the same as yours, as is the transmission. I'm using the same HDRI, I mimicked your world nodes. I just don't understand why mine looks brown instead of pink/purple.
Thank you so much for your support and kind words! We're glad you enjoyed the tutorial and found it helpful. Don't hesitate to let us know if you have any other requests for Blender tutorials. And welcome to the Pixlways community, we appreciate having you here! 😊👍
I'm new to blender and I have a question. When making the liquid, couldn't you have just used a boolean and cut the shape out of the top of it? that seems easier than deforming everything with the lattice tool and then trying to move it back into shape
In "Edit mode" When you have a selection of vertices, edges, or faces, you can press Ctrl + NumPad + (plus sign) or Ctrl + NumPad - (minus sign) to grow or shrink the scope of the selection through the connected elements.
at the final render bubbles does not rendering and fluid has gray color :( in the viewport anything is Ok Upd. need to Unlink Basckup liquid object now final render is good :)
Glad to hear that you were able to figure it out! Thanks for updating and letting me know what worked for you. Keep up the good work and happy modeling! 😊
Would you make a video about the post processing process? It could even be a timelapse. (my renders always fall in the "ugly not post processed render")
Check the multiply node after roughness map. Also, check the Transmission Roughness on BSDF node. And also, the Volume node after BSDF node. These parameters could result in your glass appearing hazy and less clear. It's advisable to keep them at lower values. I hope this information proves helpful!
Hello, I am following this tutorial. but there is a problem with liquid material. I did everything as in the tutorial. But potion becomes partially transparent. Any idea why it happens?
Hello! I'm sorry to hear that you're having trouble with the liquid material in the tutorial. Please check out Transmission, Transmission Roughness, Roughness, IOR, and Base Color on your shader, also check out the roughness map if you added it to your object. Another thing you can do is make sure to add a small gap between the liquid and the bottle and don't overlap the liquid with the bottle, that will give you a different result. I hope this information was helpful. If it did not address your issue, please let me know so that I can suggest another solution.
it might also be that it is reflecting the rope. I had this issue because I made a model a bit differently. try rotating the water and see if it makes any better.
Update: Here's how: th-cam.com/video/WoOT9-ZeoKQ/w-d-xo.html ---------- Thank you. The model is not designed for animation, but if you want to animate the liquid, create a new sphere, delete the top half, and then use the Wave modifier. Here is an animated version you can check out: instagram.com/p/CopKKEvDVTc/
thanks for this video and super cool result! But I have problems with my Bump node (doesn't change anything) and the liquid stay white in the render image and I can't figured it out why Can someone help me?
Thank you, Veronica! If you have multiple liquid objects, check out they do not show in the final render that might be the problem (in Outliner, turn off the camera icon in front of the object). Regarding the bump node, if you mean the roughness map on glass, don't forget to put the Color space to Non-color. Hope that help!
Thank you for your question! I used a software called PureRef to keep the reference image on top of the workspace. You can download from here: www.pureref.com/
@@pravinshinde_9353 That's right. It LOOKS 3d. The 2d artist typically works with a flat surface and uses techniques such as shading, perspective, and color theory to create the illusion of depth and dimensionality. On the other hand, the 3D artist uses specialized software to create 3D models that can be viewed from multiple angles. Both results look 3d but the tools they are using are different. The 2D -> 3D process means we will achieve the same result in a 3D environment, not on a flat 2D canvas.
✨Learn How to Animate the Liquid Inside Your Potions: th-cam.com/video/WoOT9-ZeoKQ/w-d-xo.html
That was an extremely simple tutorial with an astounding result. Thank you for sharing your knowledge 🥰
Thanks for the great feedback! I'm happy you found the tutorial simple and useful. Let me know if you have any requests for future tutorials. 😍
This has been easier to follow than most other tutorials. Thank you very much🙏
Thank you, that's terrific to hear 🙏
Definitely a beginner friendly tutorial.
Great tutorial, but I'm having issues getting my potion to be the same color. The Add Lights is where I got lost. I tried to mimic the lights as close as I could, but I can't get it to look right. Would be awesome to be able to see your location/rotation/scale values for each light to mimic that loadout. But yeah, I got mine as close as I could, but my bottle is tinted brown and while yours is purple at that point. (35:52) My volume absorption is the same as yours, as is the transmission. I'm using the same HDRI, I mimicked your world nodes. I just don't understand why mine looks brown instead of pink/purple.
Wooohh that looks awesome !!
Thank you🤩
This is something I always wanted to get around to making in Blender. +1 Sub Wonderfully done! ❤🤘
Thank you so much for your support and kind words! We're glad you enjoyed the tutorial and found it helpful. Don't hesitate to let us know if you have any other requests for Blender tutorials. And welcome to the Pixlways community, we appreciate having you here! 😊👍
Excellent Tutorial and I learned a great deal. Thank you!
Thanks, so glad you found it helpful! Really appreciate the feedback.
It was great .good luck 👍👌
Thank you 🙏
Thank you for this excellent tutorial. Liked, Subscribed. I am waiting for a new interesting tutorials.
I appreciate your support, Artem. We hope our tutorials will be helpful to you.
Nice work, thank you 😊
Це так прекрасно) шкода що так мало переглядів(
Дуже дякую
Thanks, I was looking for something like this
I'm glad you found it useful
Great tutorial! Thanks for sharing it,,
Thank you for your kind words! Glad it was helpful
I'm new to blender and I have a question. When making the liquid, couldn't you have just used a boolean and cut the shape out of the top of it? that seems easier than deforming everything with the lattice tool and then trying to move it back into shape
Amazing
You are
Thank you!!!
thank for tutorial good one
In 22:05 when u selected multiple faces to make the liquid how I can do it with only a keyboard (shortcuts) because I don't have a mouse yet
In "Edit mode" When you have a selection of vertices, edges, or faces, you can press Ctrl + NumPad + (plus sign) or Ctrl + NumPad - (minus sign) to grow or shrink the scope of the selection through the connected elements.
@@pixlways thanks mate
at the final render bubbles does not rendering and fluid has gray color :(
in the viewport anything is Ok
Upd. need to Unlink Basckup liquid object
now final render is good :)
Glad to hear that you were able to figure it out! Thanks for updating and letting me know what worked for you. Keep up the good work and happy modeling! 😊
Would you make a video about the post processing process?
It could even be a timelapse. (my renders always fall in the "ugly not post processed render")
Sure thing! The main adjustment is increasing brightness and contrast. The background should also be darker than the object.
Here is a tutorial on post-processing, I hope you find it helpful:
th-cam.com/video/kzqHjummVDU/w-d-xo.html
my glass bottle looks a little brown and muddy, not super clear. not sure why. regardless, love the tutorial! thanks.
Check the multiply node after roughness map. Also, check the Transmission Roughness on BSDF node. And also, the Volume node after BSDF node. These parameters could result in your glass appearing hazy and less clear. It's advisable to keep them at lower values. I hope this information proves helpful!
It loocks awsame.
Your positive feedback is greatly appreciated. Thank you for your comment!
Hello, I am following this tutorial. but there is a problem with liquid material. I did everything as in the tutorial. But potion becomes partially transparent. Any idea why it happens?
Hello! I'm sorry to hear that you're having trouble with the liquid material in the tutorial. Please check out Transmission, Transmission Roughness, Roughness, IOR, and Base Color on your shader, also check out the roughness map if you added it to your object. Another thing you can do is make sure to add a small gap between the liquid and the bottle and don't overlap the liquid with the bottle, that will give you a different result. I hope this information was helpful. If it did not address your issue, please let me know so that I can suggest another solution.
it might also be that it is reflecting the rope. I had this issue because I made a model a bit differently. try rotating the water and see if it makes any better.
💯🔥
❤
❤
It's great. How to make the liquid inside move?
Update:
Here's how: th-cam.com/video/WoOT9-ZeoKQ/w-d-xo.html
----------
Thank you. The model is not designed for animation, but if you want to animate the liquid, create a new sphere, delete the top half, and then use the Wave modifier. Here is an animated version you can check out:
instagram.com/p/CopKKEvDVTc/
Help i can’t make my bottle transparent.. i can’t see the liquid in it ..
Besides increasing the Transmission all the way up to 1, did you bring down the roughness?
thanks for this video and super cool result!
But I have problems with my Bump node (doesn't change anything) and the liquid stay white in the render image and I can't figured it out why
Can someone help me?
Thank you, Veronica! If you have multiple liquid objects, check out they do not show in the final render that might be the problem (in Outliner, turn off the camera icon in front of the object). Regarding the bump node, if you mean the roughness map on glass, don't forget to put the Color space to Non-color. Hope that help!
best
How did you pin the image on top of the windows?
Thank you for your question! I used a software called PureRef to keep the reference image on top of the workspace. You can download from here:
www.pureref.com/
@@pixlways Thanks a lot
Do you delete the backup ?
No, but I keep the collection off
quality:100, matching concept:0
پسرم عالی پسر
ممنون حسین جان
you sure that was a 2d design ?
Yes, you can find the reference here: www.artstation.com/artwork/2OY0Y
@@pixlways no I meant the rendering on the 2d reference looks good it already looks 3d
@@pravinshinde_9353 That's right. It LOOKS 3d. The 2d artist typically works with a flat surface and uses techniques such as shading, perspective, and color theory to create the illusion of depth and dimensionality. On the other hand, the 3D artist uses specialized software to create 3D models that can be viewed from multiple angles. Both results look 3d but the tools they are using are different. The 2D -> 3D process means we will achieve the same result in a 3D environment, not on a flat 2D canvas.
that rope makes 0 sense
So where will u attach that heart note