Liquid in a Glass

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I have search for a demo and lessons showing the exact setup for what I assumed would a basic effort but I have been at it for days and cannot seem to bring it home. (I gave gave up on the Rain Storm after wasting two weeks).

So I am trying to put beer in a glass mug. I started with a static model to get the texture right… without a lot of light the omniglass turned black. I had to put a light in the beer to be able to see it through the glass.

So I followed the steps… created a cylinder, added physics sampler. Assigned the Material Texture to the original color. Added Particle Isosurface to the ParticleSytem as well as a Physics Material. This was need to keep the liquid from seeping through the mesh of the glass even though it was manifold? And I tries all of the collider types.

So I finally tweaked the fluid to the correct amount and consistency to remain in the mug. But my issue is it that it remains BLUE? Now I have seen vides of paintballs in multiple colors and red translucent wine in a clear wine glass… so I know it can be done… But I cannot get my Material Texture to apply to the Beer.

And Second, the Foam, which should also be a less dense liquid so it can always float on top of the Beer. I tried
a foam ParticleSystem and ParticleSet and Physics Material… but it merged the two liquids? And without the Material Textures being assigned I could not tell if that worked or not. So I removed all that until I resolved the first issue.




There is a lot to unpack here.

  1. So you are trying to make a liquid simulation of beer flowing into the glass ?
  2. Why can you not apply your beer material, which I am assuming is an OmniGlass Material to the blue physics sim.
  3. The foam is more complex. It would be part of the physics fluid sim, but a lot more advanced.
  4. Finally, the dark omniglass can be solved by increasing the amount of refraction bounces in the rendering preferences, or using Path Tracing mode. Or you can even make the OmniGlass material “thin walled” with the option right there at the top of the material.

(1) not flow into the glass mug. But the character will pickup and drink from the mug so I want the beer to behave as a fluid right.
(2) please review the setup screen shots I attached, and tell me where I went wrong in assigning the Texture Material to the beer? I think I assigned it everywhere I saw Material. And the Physics Material is assigned in the Particle System. I expected the Blue to change to the assigned Texture Material once it had liquified into the glass mug… but it just stayed Blue.
(3) originally, for the foam, as you can see, I added Beer to the name of the Particle System and Particle Set. And made sure everything was aligned correctly. Then I created a Foam Particle System and Particle Set and Foam Physics Material with a lighter density. However, since the Foam Texture Material (just like the Beer Texture Material) did not show up, and both liquids stayed Blue… I had no way of determining if it had worked or not. Once it was simulated, I could not pull them apart so I deleted the and reset the foam to solid. Until I solved the first problem.
(4) I did read where the omniglass should be set not to Cast Shadows and raising the Glass IOR. But the Thin Walled Flag helped also.

Maybe you should animate this beer liquid in another software and bring it in as an animated mesh. It is hard to explain how to do this correctly.

All I want is for this to be yellow beer colored fluid. I had made it to the fluid part following the lessons 17-22. But when the conversion to fluid was done they did not show how to add a Material texture. Only the Physics Material that changed it to Blue. And

I am coming from Reallusion and they are not passing lights nor fluid physics or any physics?

So, If the Material needs to be added via particle editor then please send me the graph, so I can recreate it.

But it seems like my setups should work… is there anyone you can check with? this of the red wine sample was that created with code only?

Also this particle system does not show up in the Particle Editor?

I tried adding a Particle System, but I don’t believe it is linked to this Particle System.

I’ve contacted Reallusion to explain to them the issues, I have been having with Omniverse. No support, obsolete demos, out of date manuals… and now I am somehow never to find out the mystery of Liquids because it’s to complicated to explain? Really?

This topic has not been solved… and should not have marked it so. Please escalate.

I have found a better way of doing it. You can use this great video tutorial on particle physics sims. They are very easy to set up. And you can apply a material very easily. This video series talks all about it. Liquids here in this video and then how to add custom materials. This should be what you need.

Omniverse Physics Extension - Kit104 - Part 20: Particle Deformables - Liquids (youtube.com)

Also, we apologize if some of the videos are out of date. We have had to remove some of the particle systems from USD Composer. The physics is still there and this particle physics example will still work very well.

I appreciate you not abandoning me. When you checked the issue resolved I assumed you had.

I followed this video to get me as far as far as I did. It would have been a huge time saver if he had taken the next step to show how to include a material texture, like clear blue water, or in my case yellow clear beer.

But as it turns out, the blue putty color I was getting was because the display was set to show particles so it turned into one click fix.

Now I am struggling with the foam.
I have tried it 2 ways. The manual instructions says you can create seafoam using the particle diffuser but there so many settings for fire related use and no example anywhere of what they should be for seafoam, all I got was smoke and lots of it.

The second method was to create another particle system for the foam and make it less dense and have less mass so it would float top of the beer liquid, but not matter what it always went to the bottom of the mug?

Thanks,
Tuck

Yes the foam is even more difficult. Could you try to texture the top of the beer in white ? So its just one sim but with a UV mapped texture to fake it.

I saw an example of that and was tempted, but that doesn’t won’t in a moving mug… that’s why I used the particle system fluid settings, so that when the character lifts and drinks, the beer will tilt and well act like beer.

I know it seems strange to focus on this one thing, but everything else in the set is stationary except for the character talking, moving and drinking his beer.

But it’s a bit disappointing when the manual tells you with flow elements to add for the foam… but then says… play with the settings to get your desired effect. Well there are like 70 settings and they are labeled for fire flows… burn, fuel, temp, smoke, etc. and I played and played to only get smoke… and that’s the one effect I did not want.

And although like lesson 20… it did not include material texture, it would have been nice to have it include seafoam… so I could get an idea of the setting…. I mean anyone making a ocean would want foam on choppy waves.

Well, the Diffuse Particles is supposed to do that if you know the top secret combination of fire settings.

Tuck

I give up!

To be honest this is not really our focus for Omniverse. We do not focus on Character workflows. This is really a Digital Twin Simulation platform for industry. I apologize but I do not have a solution for foam on top of beer.

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