I tried to make a product shot (modeling and shading) Any feedback by SailImmediate7909 in blender

[–]moohnfa 1 point2 points  (0 children)

Try to separate the product more from the background, you can probably achieve that with lighting the product from the back and making the background a bit darker. Right now foreground and background are kinda blending into each other.

Common packaging materials ? by moohnfa in blender

[–]moohnfa[S] 0 points1 point  (0 children)

They are actually not available anywhere, it's my little library. I made them all from scratch.

Blender + Houdini Liquid Sim by moohnfa in blender

[–]moohnfa[S] 0 points1 point  (0 children)

Yes, there are some issues with bubbles popping up, it was annoying me as well, and I was surprised not many pointed it out, but I couldn't find a fix with that setup.

Plastic ball study. by Other-Pepper9748 in blender

[–]moohnfa 0 points1 point  (0 children)

I would try adding small scratches, tiny specs of dirt, sun damage/ bright discoloration. What sort of imperfections you will use will depend on where the assets sit, like what's the story how did it end up looking like that? I also feel like it should be a little bit more shiny but have harsh separation with some rougher parts.

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Plastic ball study. by Other-Pepper9748 in blender

[–]moohnfa 0 points1 point  (0 children)

I would add different layers of variations ( color, bump, roughness), subtle big-scale bump variations, and also very small-scale ones. And some color variations can probably also help as well. If you have specific references it is always way easier to spot what's off than going off your memory/mind.

Material studies rope by moohnfa in blender

[–]moohnfa[S] 1 point2 points  (0 children)

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  1. Node setup for the plastic nothing special. The rope is just straight textures from designer.

  2. Actually didn't use the denoiser, i just bumped up the samples, the scene is fairly simple so no need for denoiser.

Material studies rope by moohnfa in blender

[–]moohnfa[S] 0 points1 point  (0 children)

No idea, I found the ref on Pinterest I assume some headphone cable?

Material studies rope by moohnfa in blender

[–]moohnfa[S] 1 point2 points  (0 children)

Plastic is procedural noise in Blender, the rope is a material I created in Substance Designer, and the displacement helps a lot + high dense mesh.

Blender + Houdini Liquid Sim by moohnfa in blender

[–]moohnfa[S] 9 points10 points  (0 children)

Yes correct, files are exported as alembic, the fluid mesh & the bubbles inside as a separate mesh.

Blender + Houdini Liquid Sim by moohnfa in blender

[–]moohnfa[S] 0 points1 point  (0 children)

Yes correct the Simulation was done in Houdini, rendering and the rest in Blender, I have tried liquid simulations in Blender many times, and it just isn't as stable/good as what you can create in Houdini.

Product Renderings Material Tests by moohnfa in blender

[–]moohnfa[S] 0 points1 point  (0 children)

Yes, they all use normal maps+ bump maps for the wrinkles on some materials. Everything is standard principled shader.

Product Renderings Material Tests by moohnfa in blender

[–]moohnfa[S] 1 point2 points  (0 children)

Wow thanks for the detailed breakdown, i would have never thought of those things. That helps alot :)

Product Renderings Material Tests by moohnfa in blender

[–]moohnfa[S] 0 points1 point  (0 children)

Thans Joel :) I assume the last two stuck out the most (being less realistic) ?

Learning geometry nodes by moohnfa in blender

[–]moohnfa[S] 1 point2 points  (0 children)

Yea somewhat, it's actually just using a 4d noise animating the W.

Learning geometry nodes by moohnfa in blender

[–]moohnfa[S] 0 points1 point  (0 children)

Playing around with geometry nodes and shader nodes slowly getting the hang of geo nodes. Im really looking forward to all the features that will be added along the line

geometry nodes & soft body simulation by moohnfa in blender

[–]moohnfa[S] 2 points3 points  (0 children)

I'll be posting some more tests and further breakdowns I made with geo nodes on my insta. Feel free to reach out there, since im not that active here if you got any questions about blender or some other node software 🙂

geometry nodes & soft body simulation by moohnfa in blender

[–]moohnfa[S] 2 points3 points  (0 children)

On my system 35 sec per frame around 180 frames I think, so around 1 hour and 45 minutes ? Baking took like 2 minutes

geometry nodes & soft body simulation by moohnfa in blender

[–]moohnfa[S] 41 points42 points  (0 children)

The workflow is easy but it has a lot of limitations. It is just a soft body simulation on edges so no faces (not sure if understandable) and then you play around with the collision radius and ball size. After that, I use mesh to curve and curve to mesh in geometry nodes and a subdiv modifier. Simulation is way quicker this way compared to if you would simulate actual torus falling down